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Killer Concept: The Dolls(updated) + Survivor, Map, Perks, Back-story, Mori, and TL:DR version below

TWiXTTWiXT Member Posts: 935
edited January 3 in Creations

This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

The Dolls

Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

Back-story:

Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.

As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.

In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

Weapon:

Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

Power: Possession

Passive:

Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

(Possible balance change if needed due to The Dolls size)

This is the only killer with a 3rd person perspective.

OR,

Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

Active:

Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

Mori:

Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

Map: The “Doll Lady’s” House.

In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

Unique Perks:

Painful Neglect: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%

Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.

Survivor: Wei Ying

A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

Unique Perks:

Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.


TL;DR Version:

The Dolls

Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

Power: Possession

Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

(Possible balance change if needed due to The Dolls size)

This is the only killer with a 3rd person perspective.

Or,

Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

Map: The “Doll Lady’s” House

A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

Unique Perks:

Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.

Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

Survivor: Wei Ying

A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

Unique Perks:

Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

All creative criticism is welcome.

Post edited by TWiXT on
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Comments

  • BrayneePotatoBrayneePotato Member Posts: 7

    Wow, i love the effort you have put into this Chapter. But isn't 6m/s a little too much?

  • TWiXTTWiXT Member Posts: 935
    edited June 2019

    @BrayneePotato

    I'm really glad you like it, and hope the devs use it because honestly I don't care about receiving money for the idea, I just would like to see it in-game.

    As for the movement speed question, Its not too much when survivors can stop you in your tracks by looking at you. The core concept of these little guys is to catch survivors off guard and setup ambushes. Survivor got you pinned? Switch to another doll and come up behind em! Survivors transfix you while running away? Transfer to a doll ahead of them and jump out of the bushes! All 4 survivors surrounding a gen playing lookout for each other? Swarm the area with Dolls and take advantage when they aren't looking at the one you just jumped to. Overall if they didn't have the higher movement speed they wouldn't need the "Red Light, Green light" aspect, but I feel that mechanic makes them unique and allows for some good setups, ambushes, and overall would make the killer more challenging to play and oppose. Not to mention the overall mind-games they could play with survivors, taking your eyes off of a possessed doll could be the right choice as the killer just transferred to another, or it could mean the killer was playing possum with you (especially if they are using insidious), and you're gonna take a hit. This should equal fun, but we wouldn't really know unless it got play tested.

    Post edited by TWiXT on
  • GcarraraGcarrara Member, Mod Posts: 1,314

    Wow, that's a beatifully detailed work you did there! Good job! 😁

  • TWiXTTWiXT Member Posts: 935
    edited June 2019
  • ElkElk Member, Trusted Posts: 2,183

    😍So amazing! i love this concept. This is a lot of work, time and lots of thinking. I love the story of the characters and their perks ideas! Great work!

  • TWiXTTWiXT Member Posts: 935
    edited June 2019

    @Elk

    I'm Grateful, and relieved that you, and others who have commented so far have only expressed their enjoyment of this concept. I honestly didn't think anyone would bother taking the time to read it because its so long, much less reply so enthusiastically (even the TL:DR is a bit long). Thank you so much for your support. 😁

  • HolijayHolijay Member Posts: 177

    The red light, green light mechanic sounds great.

    Do multiple dolls have to create a cheer pyramid to hook up a survivor?

  • TWiXTTWiXT Member Posts: 935
    edited June 2019

    @Holijay

    I do like the idea of these little guys Potentially pulling the "weeping angels" jump scares on survivors: take your eyes off of one for a moment and BAM, its a few meters closer or runs up and strikes! Or keep your eyes on one, and another comes up behind you for the hit. the mind games and ambush potential should be lots of fun.

    No, they're possessed by the Spirit of Agnes Cartwright, who comes out of the doll to do the hooking action, and cannot be body-blocked but also can't attack while carrying (think current Freddy), then she returns to possessing the last used doll. She also performs the vaulting actions by picking up the doll and moving them through the window, Breaking actions, and grabbing actions. In essence, she's still playing with her dolls even after she died, but from her perspective, every time she possesses a doll, she's merely observing them while her "friends" are doing all the actions, and even talking to her since she had developed multiple personality disorder in life due to years of abuse, and personified each personality in her dolls.

    During the Memento Mori, she focuses her power on multiple dolls in order to have them hold down the survivor, and has the eyeless one extract the survivors eyes to use as their own. I imagine her saying something along the lines of: "Ok, they're holding him/her down, go ahead dear, you deserve those pretty eyes more than that obnoxious waste of flesh does." even though she's actually the one doing it all. I think it'll be creepy, especially with all the dolls giggling throughout the mori animation.

  • HolijayHolijay Member Posts: 177

    Okay, this is cool. Is 6 m/s a slow movement speed? Concerned the dolls will be too hard to see?

  • BlondeMegPlsBlondeMegPls Member Posts: 66

    Mind Numbing Mist should definitely be a hex perk, but apart from that this looks great!

  • TWiXTTWiXT Member Posts: 935
    edited June 2019

    @Holijay

    6 m/s is 1.4 m/s faster than the avg killer, so its at roughly 130% speed, whereas the avg killer runs around at 4.6 m/s and 115% movement speed. The dolls definitely have the advantage when it comes to objects obscuring them from view, but they still get transfixed in place once spotted, and have the shortest reach of all killers (basically have to be touching survivors to hit them), which is why I chose to give them a faster than avg movement speed. Otherwise a doll sneaking up on survivors at average speed or lower would give the survivors too much wiggle room to spot them, or change targets to a newly possessed doll, which would make the Red Light, Green Light aspect pretty useless, and boring for the survivors to play against. If you want an idea of how fast they move, Play Spirit with no movement speed add-on's. She moves at 6m/s when Haunting/Phase walking as part of her base kit. If they didn't have the higher than avg movement speed then survivors surrounding a gen and playing lookout would ensure victory for them and be the only way they'd play against the dolls, which is a situation I didn't want for them. With the fast movement speed, and small size, they should have adequate advantages against survivors but not be completely broken because they can be stopped in their tracks at any given time, forcing the killer to either switch to a new doll, or try to play possum.

  • TWiXTTWiXT Member Posts: 935
    edited June 2019

    @BlondeMegPls

    I'm not sure it really needs to be a hex since all it does is stop survivors from receiving the plethora of notifications in their Hud. Take Ruin for example: They get 3 notifications when its active against them: the notification on the left telling them which hex is working against them and at what level, the Cursed status effect notification, and the Perk icon in the lower right next to their own perks. This would remove all of those, but they would still see red skill checks, and of course the gen would still spark and pause upon hitting a good skill check, which alone would tell any casual or seasoned player that they should go looking for Ruin. Some other examples are the effects of Sloppy butcher, if you removed all of the notifications in the hud, you'd still see a huge geyser of blood erupt from you when hit, and experience slower healing speed. To me, that alone should be all the information you need to know the killer is using it. If they have Make your Choice, your character cries out in pain after rescuing a survivor, which should let you know its affecting you, likewise when Shape goes into EW3 and exposes everyone, he has his theme song play globally for everyone. If a killer has Devour Hope and 3 tokens, the moment you notice someone go down from a 1 shot hit, when before that wasn't the case, should be all the info you need to go looking for it as well.

    I guess I was a bit vague when I said "teammate condition notifications" what I meant is conditions like who is broken, has borrowed time ticking down, or who is the obsession and whether or not they are being chased. Injured, downed and hooked are all still there, so perhaps I should specify that in the description.

    Basically the Mind Numbing Mist removes the training wheels/Tutorial mode coddling of the Hud, and lets players rely on their earned gamer instincts instead. True it wouldn't be too nice to use against new players, but I don't think the devs give us gamers enough credit to be honest, as we adapt very quickly when something doesn't feel right. Just think about how players know a killer is using Nurses Calling or BBQ&C: They give no Hud notifications, but the killers behavior give it away, and survivors pick up on that and adapt quickly once they know what's up. They don't need the Status hud to coddle them and tell them what to do, their instincts do, and they start countering those perks on the fly. All this perk would do is emphasize the players ability to recognize what the killer has working against them, and what their teammates have working for them through the feeling of the game without all of the Hud notifications blatantly telling them everything. 

    If you still think that its OP enough to be deserving of a hex, then know I'm considering it thanks to your input.

  • BrayneePotatoBrayneePotato Member Posts: 7

    Ty for ur answer. Yeah, I have thought of that as well, but still, ist quite fast. (tweaking the stats is possible tho ;D)

    And Painful Neglect is an awesome perkidea! Could really have some weight and help Scratched Mirror Michael or GhostFace to get some sneaky stalks^^

    I don't like the Survivor altoo much, but ist just a Survivor...

    And what About the map being a big Mansion, would have better vibe with the Dolls, yk? Like an old dusty house, filled with ceramic puppets '^^


    Idk, if you will consider my idea. I myself do have a concept too, if you want to hear it, just ask.

  • TWiXTTWiXT Member Posts: 935

    @BrayneePotato

    You're welcome, and if it was tested and proved to be too fast of a movement speed for them, then it could always be tweaked. I just figured they needed it in order to be a threat considering their downside/mechanic.

    I'm glad you like Painful Neglect, It went through multiple revisions, and originally i thought it would be too powerful against survivors so it gave them a 5% speed boost while focusing their attention on a gen, but the problem with that is that Gens already go really fast, and survivors have ample tools and perks to aid them in repair speed, so the killer doesn't need to help them any. I also limited it to the TR, but that would've been useless for more stealthy killers with low TR's and survivors would've adopted simply not working on gens as soon as they hear a heartbeat. So making it a simple global perk that affects all survivors, but only punishes them briefly when they look away from their objective seemed the right call.

    I didn't put as much effort into the survivors backstory, because I view them more as interchangeable skins than actual characters, and the Killers are usually the more interesting characters in the game anyway. I put all of my effort into the survivors perks instead, guaranteeing them equal or greater value tool kits and flashlights, Silencing gens as you repair them, and Mind gaming the hell out of the killer with the delayed completion on a gen (which also allows you to get far enough away to avoid Bitter Murmur's aura reveal). I pretty much wanted the survivors to be able to make "Gen Ninja" builds that may or may not prove to be too frustrating for the killer players out there. Again, we wouldn't know unless it got tested.

    As for the Mansion map idea, I do like it, but this killer comes from a cottage on the outskirts of her hometown, and lived fairly humbly after her stepmothers demise. However, ceramic dolls like these were notably expensive back then, especially high quality ones like she makes, so I don't see anything wrong in an alternate map being one of her wealthy customers large homes filled with her dolls. The main reason I went with the map Idea in the post is because its basically Rotten Fields, with Grass instead of corn, a Fence around the meadow and home, and the Dolls would be jump scaring survivors left and right as they move through it since the dolls could easily be hidden by the grass. However I think these little devils will prove to be very scary in maps like Lery's Institute because of all the walls and objects giving them better freedom of motion as they would be harder to see, and another indoor map like a mansion would definitely be atmospheric and make the dolls more threatening due to there being more cover. It doesn't entirely fit the killers back story, but it also kind-of fits as well since any child she found to be obnoxious and undeserving of their pretty eyes would have been stalked, lured and killed by her, and I can see the shop owner having her accompany them to make a delivery to a wealthy families mansion not knowing it would also be where she finds her next victim.

    What was your concept?

  • BrayneePotatoBrayneePotato Member Posts: 7

    First of all, a little disclaimer: I'm from germany, so please excuse any ortographical, grammatical or stilistic errors (telling me, what I can do better is no problem of course). I hope you will consider reading it anyway. ^^'

    =============

    The idea somehow came to me, when remembering the "frozen margarita gens" of last years summer event. I really liked the vibe of them and wanted to bring them back somehow. So I thought of a Summer-DLC, that could fit to this kinda gen. Of course, it would be some sort of beach map, and thats where I started. But nothing fitting seemed to come to my mind. So I thought a little further and came to exotic islands. Wouldn' Haiti be the perfect place to set my Chapter? It even offers a lot of place for ideas, as there, the voodoo religion is mainly located (apart from africa of course). And I know, that voodoo isn't only that sacrifice and poison thing, but there's a dark side to it as well. So...

    **The Beast**

    **Backstory:**

    Eduard Vanyan grew up in a little village of haitians living their everyday life. Although the village was located in the deep jungle, people had already accepted the amenities of modern life and capitalism, whilst more or less abandoning old traditions and habits. Young Eduard wasn't particularly interested in this new lifestlye and so he happily embraced the opportunity to learn and practice voodoo, when he met an old woman of his village, known for her medical services. Eduard immediately was deeply drawn to the mysterious world of the voodoo culture that he would be able to discover, spending every free minute he could get to study the voodoo religion, helping out the woman with making medicine and starting to immitate the womans ritual dances. While other children grew up with dreams of a sucessful life outside of Haiti, dreaming of the glorious America, Eduard was disgusted by the thought of modern machines and technology. People should obey the nature, not enslave it. He hated his first name as well, it not being a traditional haitian name, so he searched for a better suiting one.

    That was the time, when he discovered the black side of voodoo. In a book, that he had secretly bought on a trip with his parents to one of the bigger towns, Eduard read about an old prophecy relating to a mighty and brutal beast, that would cleanse the world from all the unworthy ones. Eduards interests grew more towards the black magic side now, after what he had read. A worthy human would turn into the giant monster, capable of turning the world back to what it formerly was? From that moment on, he had a new goal before his eyes. What if he was this chosen one? After detailed studys of the voodoo magic, Eduard finally made a decision. One night, he left his unsuspecting parents and the rest of the village, taking nothing with him apart from one. He took the woman, that had taught him most of his knowledge, as his first blood sacrifice.

    Eduard eventually discovered a cave deeper down in the jungle and as he had no other options, he settled down there. One section of the cave featured a pillar-like stalagmite, reminding him of voodoo temples. This was his base now, from where he would operate, where he would live. The excitement in Eduard grew and started boiling. He felt that he needed to sacrifice the woman now, his nostrils were longing for the delicious scent of blood and it was time. He set up everything like he had read it in the book, then he got the woman. In a moment of uncontrolled brutality, he smashed her head against the pillar, again and again, feasting upon her screams of terror and pain, until her skull cracked and sudden silence filled the room. There still was something boiling in Eduard, but it would not come out. He looked down on the woman. All of a sudden he realised, he hadn't even known her name.

    Eduard was frustrated. The bloodsacrifice hadn't worked out as initially planned. He was sitting there in his cave, when it finally hit him. This little blood hadn't beed enough. He needed more, more than he could imagine. But where to start? And then, Eduard had another idea. There were still lots of people living in his home village, so he went back.

    From this point on, nothing in particular known about Eduard Vanyan other than a oral report of a local villager, claiming to have escaped from a brutal murderer raiding his village in the form of a young haitian person, who then transformed into a red eyed beast. The man was considered crazy and arrested by the police. But latter events should prove the mans words: one week after the incident in the village a shore at the beach, popular to many tourists, was found covered in blood and corpses. It lead to several turmoils, wild theories and the suspension of the village man. But after several weeks without anything happening, the investigations slowly died out, until the case was put aside. What hapoened to the "Red Eyed Monster" is unknown, it just seemed to have disappeared

    **Blood Rage:**

    To enter the blood rage, you have gather a certain amount of "tokens". Therefore, you either hit a survivor or you level up in bloodlust. After colleting 3/4 tokens, The Beast instantly transforms into his monster-version. This takes about 3-4 seconds and after the transformation a global roar can be heard, indicating, that The Beast is in blood rage mode. In Blood Rage, his movementspeed goes up to 4.9, his terror radius enlargens just as his body does and he can smack pallets faster. Also, injured survivors have a kind of bloodscent: Bloodpatches and injured survivors fume in red (brightness can be tweaked). The Beast can not vault windows anymore, though.

    Blood Rage has a timer, that runs out, but every token he collects increases the time he stays in his mode. (similar to Legion, but it doesn't completely refill his power.)

    **M2 Ability?**

    As The Beasts base speed is 4.5, he will eventually get looped quite long, so I want to have a scnd ability for M2, that has to do mor with voodoo itself, do you have any ideas? Should help in chases.

    **Weapon:**

    His oversized, sharp fingernails. >:D

    **Maps:**

    **Beach Paradise.**

    My initial thought of the map. Though it might not fit to the lore of Eduard that much anymore, but it is basically the last place Eduard raided, before the Entity took him. It is a simple sandy beach with some run down party buildings for night activity (where the FM-gen should be). And behind that probably the margin of the jungle (Some palm trees and so on.)

    **The Village:**

    Another option for a map for The Beast would be his homevillage, as it plays a quite important role in his life and there has been another bloody massacre. Just a jungle map (woods like redforest maybe?) with some huts and a campfireplace in the middle of the map.

    **Eduards Cave:**

    This map would be similar to Herman Carters Map, like an indoormap with several mini-caves connected to each other by tunnels. Don't really know, which idea is the best, I like all of them. If the DbD-team would consider this idea, they could possibly bring back the multiple map thing they used to have for the first 3 killers.

    **Unique Perks:**

    **Drain Their Souls:**(there are surely better names, ik)

    For every dead survivor your lungerange increases by a little bit.

    **Poisoned Wounds:**

    A kind of Ruin for healing, except for the fact, that this has no totem.

    **Hex: Cursed Environment:**

    2/3/4 Vaults are bound to the Hextotem. These Voults are blocked by the entity until the totem is broken.

  • TWiXTTWiXT Member Posts: 935
    edited July 2019

    @BrayneePotato

    This concept has potential, and I'm thinking the killer and perks just needs a few tweaks to iron things out, so lets start with the biggest issues.


    First and foremost the devs have stated multiple times that they will never base any killer off of a real person, or religion. With the Plague no one really knows what ancient religions she worshiped, just that they didn't help her or her followers. With Hag, they never mentioned her villages religion, and simply called it "the old ways" "or the old magics". They'll base them off of folklore and myths just fine, but only as long as there's no chance of offense to any cultures, past or current tragic events, or beliefs still practiced today. So instead of calling it Voodoo, just to be safe, take a hint from Hag's description, and call it something along the lines of "the forbidden magics" or "the old practices". That way, even if its insinuated that he is using voodoo, you aren't directly naming it. Other than that, his backstory could use a few touch ups here and there, to give it better flow, and help people identify with the character and his motivations. What makes him hate the modern world so much? How good or bad was his life in the village? How many people did he kill before he vanished? And how did the people in the area react to his antics? 

    From what I understand, Hatians are reasonable people, but also have many superstitions that they have all grown up on, Which leads me to believe that the police arresting the witness would try to keep calm about it, but definitely investigate due to their superstitions. The best formula for creating a serial killers backstory is to provide a strong reason for why they decide to kill in the first place by taking their life into account and providing adequate Internal Antagonists (personal life stuff, disabilities, family members, close friends turned betrayers, etc), and/or External antagonists (other people in the village, outsiders roaming through, your run of the mill transgressors or villians. etc). In My backstory for the dolls, the internal antagonist was her stepmother, and the external antagonist was the boy who killed her favorite friend Lucy. The backstory doesn't always have to have both, but its usually better if it does, because deep down you connect with the character no matter how abhorrent their deeds are when they decide to take up the sword against their fellow man.


    Now onto the Power. 


    I like the idea of a killer that builds it up by shedding blood until they can activate it either passively or actively. Instead of a token system, have it build a percentage of his power bar per survivor hit, downed, hooked, and reward him greater for the hooking than you do the others. For example: 

    He gets 20% of his power bar filled per hit or downed survivor, and 40% for each time he hooks one. 

    That would mean he gets 80% of his power filled for doing one normal chase, which leaves him 1 hit away from being able to activate his power. I would have M2 be the activation trigger, but also do something else while he is in Blood Rage mode, but I'll get to that in a bit. If he moves at average killer speed of 4.6 m/s, have it jump up to 5.6 m/s and still recover 20% per survivor hit or downed while its active. if the power is active for 20 seconds, this would mean he gets 4 seconds worth of power for every hit on a survivor. 

    As for an innate tracking ability related to the blood, I would say the survivors should leave glowing red mist behind them every where they go while injured, Kind of like a 20 meter comet tail. Also the closer he gets to them the brighter and more intense it is giving him aura vision for it when within 8-12 meters, so he can see the mist through walls and what direction a chased survivor is going but only when he gets really close. Of course this tracking ability trumps all others (can't see scratch marks, can't hear survivors noises or environmental alerts, only hears a pounding heartbeat) and the only things that are lit up are the blood pools and the comet tail of blood mist trailing them. This is only active in Blood Rage mode and only applies to injured survivors.


    As for the M2 ability, I would say a good Pounce attack would be fantastic. Pressing M2 while in Blood Rage mode sends him hurdling forward 12 meters to deliver a blow that also throws survivors in the direction he hits them about 3 meters. It would help a lot in a chase, but also cost 20% of his power bar every time he does it, and give a 3 second cooldown that temporarily stuns him after failing to hit with this attack. That way there is a risk/reward factor in using it: If he succeeds in hitting with the pounce he gets the 20% he spent back, and can continue pursuit, if he fails he just lost a chunk of the time he has in Blood Rage mode, and is stunned 2 seconds. I can also see the potential for an ultra rare add-on that makes this pounce attack bust through thrown down pallets like they were nothing, which would make survivors try to slam the pallet on him instead of putting it down too early. Following the Likes of Plague and Ghost Face, He gets completely thrown out of Blood Rage mode whenever he is pallet slammed, or stunned, so that survivors have some better counter-play against him. 

    Finally As a Bonus, Give him a full power bar for each time a survivor is killed so that he has the potential to combo attack right after a sacrifice or mori.


    Pros of Blood Rage:

    1 m/s Increased movement speed

    Visual Tracking via blood mist comet tail 

    aura tracking in 8-12m range for blood mist trail

    Fast 12m Pounce attack

    Breaks pallets 20% faster

    Full recharge of ability when a survivor dies.

    Pounce attack knocks survivors 3 meters in the direction they are struck.


    Cons of Blood rage:

    Easier to see and hear

    Can't vault windows

    Pounce can be dodged

    Power lost when stunned

    Pounce costs 20% of power bar energy

    Failed pounce attack stuns killer for 2 seconds.

    Innate Blood mist tracking only applies to injured survivors.

    Loses ability to track via sound and scratch marks.



    Chases in Open ground are definitely this killers primary strength, so as much as I'd love to see a Cave system map (I already suggested one in an earlier concept), I'd have to go with his village or the beach. 

    I can see the beach map littered with bungalow houses and wooden docks going out to them over the water, beach side bars and restaurants, and plenty of palm trees building up to a thick jungle. but the issue with that is how it will all be walled off, how deep for survivors the water goes, if walking through water slows survivors and/or killers or not, and where the exit gates will reside.

    The village on the other hand could have lots of open ground roads, pubs, stores, homes, and easily be walled off. Either way, the Tropical island style environment would feel fresh, and very likely have thicker fog like the swamp maps do since it'll be at night.


    Onto the perks:


    Drain their souls 

    Could be renamed to something like "Drinker of Souls", "Soul Stealer", Or "Devourer of Death" something that says you gain power from the demise of others. Here's some suggestions for the text of the perk:

    For each Sacrificed or killed survivor gain 2/3/4% further lunge range. Lunge attacks take 12/8/6% longer to recover.

     Or,

    For 40/60/80 seconds after killing or sacrificing a survivor, your lunge range is increased 4/8/12%.


    I think something along these lines will give it the power it needs considering the cost, and still give it some counter-play balance.


    Poisoned wounds

    Could be renamed "Toxic Strike", "Pestilent Potion" or "Vile Attack"

    The reason Ruin is a hex is because its effect of providing no gain for great skill checks, and causing gens to halt progress for 3 seconds for good skill checks is really powerful against gen progress. Applying something like that to survivors healing would either have to be a hex, or watered down enough that it's not too broken or infuriating. Here's my watered down non-hex suggestion:


    Injured Survivors performing the healing action have a 10% increased chance of triggering skillchecks with 10/20/30% decreased success zones that feature no Great skillcheck zones. Failed skillchecks reduce healing progress by an additional 5/10/15%. 


    Paired with Sloppy butcher, the mangled status in general, and perks like Unnerving Presence, this will be very potent against injured survivors trying to heal. We already have perks and add-on's that make healing take longer, this suggested change to the perk will Make the skillcheck game more frequent and more hazardous when they heal. The counter-play for survivors regarding this suggestion is to find healthy teammates to heal them since it only applies to injured survivors attempting to heal themselves or others. I can see it being very powerful in the hands of killers that combo attack multiple survivors like Legion, or your killer.


    Hex: Cursed Environment

    I really like this one as there really are too many windows in most of the current maps. The name could be changed to "Hex: The Way Is Shut", "Hex: Corrupt Obstructions" or "Hex: Narrowing Paths". Here's my alternate suggestion:

    Once the trial begins, Up to 2/4/6 Vault locations are blocked by the Entity, and survivors block new locations every time they vault during a chase. There can only be 2/4/6 locations blocked at any given time and they remain blocked unless they are changed as long as this Hex remains active.

    The biggest problem with the original effect of having it randomly block windows is that it may pick windows on the edges of the map and no where near key jungle gyms or loops, which would honestly make the perk too weak to be considered a Hex. By making it so that chased survivors dynamically change the vaults that get blocked, all chases become much more intense. It's basically applying the block survivors get after 3 vaults during a chase, but upon their first vault, and it remains blocked until the hex is cleansed or enough survivors vaulting during chases change which windows are blocked. This may make it a bit OP, but that's kinda the point of a Hex perk, it needs to be powerful. and enough of a game mechanics changer that survivors will panic and go searching for the Hex totem instead of focusing on their objectives.


    I hope you like my suggestions/opinions. This killer could be very fun to play and oppose with the right tweaks, but always remember to keep things balanced as best you can, avoid referencing real world religions or people, and consider other existing perks and how they will pair with yours when making them.

    Post edited by TWiXT on
  • BrayneePotatoBrayneePotato Member Posts: 7

    Wow, ty for all that effort. I really love the Little twists you gave the perks and I also like the names. The Story was a Little rushed out and I will try to improve it (though I wont be as good as you), but I will consider this Religion Thing.


    The Pounce you suggested would be something really cool, but don't you think it is too strong? Like, The Beast is already so fast, an additional boost? (Thats why I want to have his BeastMode passive over active: Too strong if it was on demand plus it feels like a little bit like a loss of Control, when the beast Comes out of him)


    About the map: I had my concerns as well, but it could solely be the sand and the beginning of the jungle, OR a whole new game mechanic (I don't like the idea very much, but Maybe even Swimming?). Like, it would add to a more dynamic map, if the tides could Change the Environment periodically…

  • TWiXTTWiXT Member Posts: 935

    @BrayneePotato

    The way I see it, the Pounce would be a lot like a Nurses blink, except it can't go through walls, it comes at the cost of 20% of the killers active power time, and stuns the killer if he fails to connect the attack eating up more of their active time. Even with Nurse, survivors regularly pull a circling 180 to avoid being right in her target zone once she blinks, and if survivors pull that on this guy, it'd be akin to the Nurse getting fatigued immediately after blinking because she missed followed up by losing her ability to blink again until she downs someone in a regular chase and strikes another survivor. At most the killer could get in 2 missed pounces before his timer would run out if its active for 20 seconds, but if he successfully hits with it, he could get in 3+ pounces in a Blood Rage rampage.

    Unlike Nurse, he has to rely on predicting which way a survivor will turn and can only take advantage of the pounce as either a means of catching up, or when a survivor is out in the open with no objects to obstruct the pounces path. He can't be as reactionary as the nurse who can fail one blink and correct her failed blink with another. Instead he has to be sure that when he pounces, it'll either be a successful hit, or will put him close enough to the survivor that he can catch up after his stun to strike them normally. It's a high risk attack, with high rewards when successful, and high punishment when not. Because of that, I originally considered suggesting it be an instant down attack, but my concept of this killer thrives off of the carnage he creates by keeping the hits coming in order to extend the time on his power. Which would encourage him to attack someone until they are downed, go for another survivor, and repeat until he runs out of juice.

    If done right he'd get 2 down, which when hooked would put his power back up to 80%, and 1 more hit away from activating it again, but if done poorly he'll lose his power from 2 failed pounces, leaving him to get his power back by doing a full normal chase plus 1 more hit. That's not even considering the role of Pallets which can instantly knock him out of his power regardless of how many survivors he's hit, and survivors are ruthless with pallet timing, so the probability of them pulling off a pallet slam on him mid pounce is pretty high. Now that I think about it, it may have too many downsides to be balanced, but then I think about how powerful it could be if he pulls it off, combined with his faster movement speed, and fall back on the idea that players can and will adapt to get good with a power no matter what.

    As for having the power activate passively... that would be frustrating for killer players who will often accidentally activate it when there's no other survivors around. With his loss of tracking ability for uninjured survivors, and the size of most maps being medium to large, this would mean frequent scenarios where he activates it after downing someone but has no other targets to keep it going which wastes his ability. Like when Legion catches a survivor with a deep wound, but his killer instinct doesn't activate because all of the other survivors are across the map. Eventually Killer players would get used to the idea of saving the last hit for when conditions are favorable, but once survivors realize that he's only chasing them and not attempting to strike until there's more survivors around, they'll do everything they can to lead him away from their team. Killer players will always do what they can to take control of timing the activation of this power no matter what. For example, take The Shape: Good players know to 99% his stalk meter and save it for the most favorable situation before tapping it again to activate it.

    Basically having it passively activate upon a final attack would discourage a killer from attacking anyone until they run into a group, which once realized by the survivors puts them at the advantage to keep the killer away from the rest of their team. No one wants a power that puts survivors in control, just think about how much backlash Ghostface and Plague have had due to survivors being able to control the effectiveness of their powers. Likewise with my dolls concept, I put in the red light, green light mechanic, which gives survivors the ability to halt the killer in their tracks, but I compensated for that by giving them 3 advantages: small size, high movement speed, and the ability to transfer to another doll without the survivors immediately knowing. That way, even though survivors can stop the killer from advancing on them, the killer still has more control of their power, and more options than the survivors. You have a good idea of a killer who loses control that sounds great on paper, but I feel wouldn't be very practical in game if the activation is left passive, and the only thing players hate more than a power that survivors can take control of is a killer who can't strike, or is discouraged from attacking survivors, until the right conditions are met (pre-rework Freddy having to wait 7 seconds until he can attack).

    Sorry for my long replies, I just wanted you to understand my thought process when coming up with killer concepts in general, why I made these suggestions for your killer concept, and hopefully give you ideas. The pounce isn't necessarily the best m2 ability for this killer, I just felt it'd fit the theme of a bestial killer thrown into a rage from their insatiable blood lust. I'm glad you liked the suggestions I made for the perks, they were rough draft concepts, but I felt they were going in the right direction.

    I'm not going to say much on the Map, because even though I'd love a beach map in the game, I feel like it may prove to be too much work for the devs to make a reality, and the changes to the gameplay mechanics it would make might be more troublesome than they're worth. An alternative that would allow the beach to still happen though might be to have the beach simply fenced off with "no trespassing" or "no swimming" signs in order to allow us all to see it and revel in the nice atmosphere, but feel tortuously confined from going there. And lets face it, the Entity is enough of a jerk that teasing survivors with a pleasant place that inspires thoughts of freedom, but not allowing them to enjoy it is exactly the kind of thing the Entity would pull.

  • BrayneePotatoBrayneePotato Member Posts: 7
    edited July 2019

    @TWiXT

    Uhhh... why was this message not sent but then sent after I wrote another reply? Well however, you don't have to excuse long answers, every advice and suggestion you have for me is valuable, regarding you being the more experienced one of us in terms of making chapters I guess.^^'


    I see, that I still have a lot to think of then...


    Btw, did you consider sending your Concept to the Behaviour Staff/Support as well? I'd really like to see your idea in-game cuz it is very mature and I assume has much thinking process behind it.

    Post edited by BrayneePotato on
  • KabuKabu Member Posts: 855

    I love this idea for a killer. Especially with how the spirit moves the dolls through windows and such and is what hooks survivors. Such an awesome concept. Porcelain dolls have always been creepy to me so I would definitely be frightened going against it as survivor.

  • TWiXTTWiXT Member Posts: 935
    edited July 2019

    @BrayneePotato

    I figured posting concepts like this here in the Fan Creations section of the forums was how all of us submit our ideas for the devs to review (Am I correct @Peanits ). This concept, while taking a long time to flesh out on paper keeping balance in mind, is still incomplete. I'd imagine that if the devs were to take a concept seriously they'd also require a list of all of the add-on's and their effects, as well as concept art. I'm a writer by nature, and while I can come up with a full set of add-on's for the killer, the artwork for them and concept art for the killer would be outside of my area of expertise. Still, I hope that even if this concept isn't used verbatim by the devs in game, they'll at least get inspiration from it and come up with a version of their own. Admittedly, I would like them to use it, and don't want any money, I just want to see it in game, and maybe get some recognition for coming up with it (like a name drop). Maybe if they did a "Fan Concepts" contest this would have a chance at making it in game, but I can't expect it to, just hope.


    @Kabu

    I'm really glad you appreciate it, and am grateful for your support of this concept. I really want to see them in game too, and think it would be great to play as and verse. Honestly though, the whole reason I made it so that it was a spirit possessing multiple dolls that makes them vault, break and hook was to answer the inherent problem of having a Doll sized killer in game: A Doll killer is too small to do those things itself. My solution is basic and a bit obvious, and while it may only be there as an excuse to allow the dolls to hook survivors and vault things, it makes them creepier, fits their lore, and would allow them to be a part of the game... which to me seemed like a win/win.

  • UlvenDagothUlvenDagoth Member Posts: 3,535

    I would really really really love this to be a thing. I'd like this as much as Legion, and that's saying ALOT for me!

  • UlvenDagothUlvenDagoth Member Posts: 3,535

    Painful Neglect NEEDS to be a perk. I love the idea of that.

  • TWiXTTWiXT Member Posts: 935

    Thank you so much for your support! I sincerely appreciate it, and hope beyond hope that the devs take the idea seriously.

    I designed the Dolls with Balance in mind as well as Perk interactions. This one took a long time and a lot of revisions, but I believe this is the best, and most plausible version of them.

    Like I've said before, I don't care about money or Rights to the idea, I just want to see the Dolls in the game. The only thing I would like from the devs if they use this verbatim, is a name drop, that's all. So Devs, If you are seeing this and like it, Please just message me if you want to use it. Nothing would make me happier than simply being an acknowledged contributor to the game I love.

  • UlvenDagothUlvenDagoth Member Posts: 3,535
    edited October 2019

    That's like me. When Legion gets a rework or buff i'd merely like to see the person who's idea they picked credited some way, and my own name referenced as well for my undying and some would say Fanatical support of Legion. (or if I got an in-game item/reference, that would make me squee like a school girl)


    I personally LOVE how much detail you go into with your posts and your thinking. You are really smart man.

  • NuclearBurritoNuclearBurrito Member Posts: 5,394

    Ok one major issue:

    The camera starts behind the Survivor, this means if you position the camera correctly, the inner cone of the camera will completely surround them. Additionally, if that doesn't work for some reason (such as the possible fix of only counting the cone where the camera passes through the Survivor) it is still possible for multiple Survivors on a gen to cover all possible directions at once, again making them completely safe.

    Some generators such as the upstairs generator in hawkins can be covered with just a single Survivor due to them only having a single entrance.

    This means that a SWF group can stick together in order to ensure that they can complete every generator with 0 chance of ever being downed even if they straight up never even try to run from the Killer.

  • TWiXTTWiXT Member Posts: 935
    edited December 2019

    I thought about these possibilities while coming up with this concept, which is why the dolls move at a whopping 6m/s and have 6 seconds of TR, Stain, and Aura reveal on survivors once the killer transfers to a new one. Imagine a 4 man SWF group trying to cover all angles while repairing a gen as the dolls start to crowd around them, and then trying to figure out which one the killer is currently possessing while all of them have a TR and red stain. The closer they get, the more narrow that cone of vision becomes for the survivors and eventually they'll get overwhelmed and downed by the killer, which should make for some INTENSE game play scenarios in 4 man SWF situations. Sure it's not perfect, especially in single generator situations like Hawkins, but for the majority of maps, these little sneaks will have ample opportunity, ambush capability and LoS blockers to make them pretty threatening.

    Taking your eyes off of a Doll for a second could be the right choice, or could mean you take a hit. Add in their gameplay mechanics such as fact that this killer can't be body blocked while carrying survivors (can't attack them while carrying either), and I believe this killer would be loads of fun to play as and oppose IMO.

    My biggest worry is that, Like for Ghost Face, the devs will create a 2 dimensional area of the screen that counts for the cone of vision, which would be terrible since the survivors own character model actually blocks that, and is one of the biggest causes of frustration for survivors trying to reveal GF. Otherwise, if done right, the cone of vision stopping the dolls will be great and better balanced considering their advantages and disadvantages.

  • GhostofYharnamGhostofYharnam Member Posts: 597

    Ok No lie this would be amazing. But also terrifying. Dolls scare me lol

  • TWiXTTWiXT Member Posts: 935
    edited February 1

    This game could use a few more Scares imo, and I'm glad that you like it despite your Pediophobia (fear of dolls). Does the Red Light, Green light, or "Weeping Angels" aspect conceptually satisfy you as an in game mechanic? Tbh, many have said they like this idea, but I don't know if in reality it would be a good mechanic to add to the game. The entire reason I made them move 6 meters per second instead of the standard 4.6 is because they can be stopped in place by a survivor looking at them. Like the "Weeping Angels" they move fast to close distance as soon as you take your eyes off of them, but you can still stop them in place, and that was the goal I was trying to achieve in order to give them a heavy enough advantage in most situations to make up for the disadvantages of their mechanic.

  • GhostofYharnamGhostofYharnam Member Posts: 597

    I think it would honsetly be a great addition to the game. But the problem would be balance. I think the game in its current state right now is not balanced enough for them. That being said i definetly agree they could add a new sense of terror to this game. Imagine these on lerrys.

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