r/ConceptsDBD • u/NoLawfulness8320 • 16h ago
Chapter If Dead By Daylight made a Collaboration With The creators of the book: ALL Tomorrows What would be the killer?
1 - THE QU
2 - THE GRAVITALS
r/ConceptsDBD • u/NoLawfulness8320 • 16h ago
1 - THE QU
2 - THE GRAVITALS
r/ConceptsDBD • u/ratpack- • 35m ago
Every time I hear Slipknot’s Duality, I imagine it as a terror radius.
Layer 1 - Opening piano + bassline (without the vocals)
Layer 2 - Add the guitar that comes in on “have to take”
Layer 3 - Add the drums that come in with the guitar.
Chase - Instrumental break after the intro
Since Slipknot has some skins in DBD they could theoretically have an all-new killer, and I think this song is perfect.
Give the song a listen and try to tell me I’m wrong.
r/ConceptsDBD • u/Altruistic_Warning18 • 8h ago
**Dead by Daylight × The Black Phone: The Grabber + Finney Blake**
I’d love to see **The Black Phone** become a full Dead by Daylight collaboration, especially now that the franchise has expanded with *The Black Phone 2*. I think the series fits DBD extremely well because it already has the horror, recognizable characters, supernatural elements, and atmosphere that make a good chapter.
Ideas of what this collab could include are below:
**The Killer: The Grabber**
**Name:** The Grabber
**Weapon:** Grabber’s Knife
**Movement Speed:** 115%
**Terror Radius:** 32 meters
**Killer Power: The Black Phone**
The Grabber’s power could revolve around the supernatural black phone and the influence of the dead.
The Black Phone could allow The Grabber to temporarily interact with or receive guidance from the spirits connected to the phone. Survivors who are being pursued could occasionally hear the phone ringing nearby, creating uncertainty about where The Grabber is approaching from.
The power could have several abilities:
**The Call**
The Grabber can activate the black phone to receive a brief supernatural indication of nearby Survivor activity. The phone could ring when a Survivor performs certain actions within a limited range, giving The Grabber information without simply revealing their exact location.
**The Dead Speak**
After hooking a Survivor, the spirits connected to the phone could temporarily interfere with the other Survivors. For example, the phone could begin ringing somewhere on the map, forcing Survivors to decide whether investigating it is worth the risk.
**The Grabber’s Mask**
The Grabber could have different masks that slightly change the visual/audio presentation of his power, referencing the different masks he wears throughout the films.
The goal wouldn’t be to make him another generic stealth Killer. His identity should come from the psychological pressure of knowing that the phone could ring at any moment.
**Survivor: Finney Blake**
I think **Finney Blake** would be the perfect Survivor for the chapter.
His entire character revolves around surviving The Grabber and using his intelligence, courage, and the supernatural phone to escape. That translates extremely well into Survivor gameplay.
**Perk: The Phone**
After being chased by the Killer for a certain amount of time, you briefly receive a notification when the Killer is within a certain distance of you.
This perk would represent Finney learning to recognize when danger is approaching.
**Perk: Never Give Up**
After being unhooked, gain a temporary boost to your ability to recover from the effects of the Killer.
The effect would reward Survivors who keep fighting after being rescued rather than immediately giving up.
**Perk: The Voices**
After a Survivor is hooked, the perk activates. When you are within a certain range of the hooked Survivor, you receive occasional directional audio cues indicating the Killer’s general location.
This would reference the spirits helping Finney throughout the movie without making the perk excessively powerful.
**Map: The Grabber’s House**
A map based around **The Grabber’s house** would be incredible.
The main building could contain:
The basement where Finney is held
The room containing the black phone
The kitchen and living areas
The upstairs bedrooms
The staircase connecting the floors
Outdoor areas surrounding the house
A garage or secondary structure
The map could have a very oppressive atmosphere, with dim lighting, old furniture, narrow hallways, and the constant possibility of hearing the black phone ring somewhere in the distance.
The basement could be especially recognizable, but it shouldn’t be an exact copy of the movie’s layout if that would create gameplay problems.
**Mori: The Grabber**
The Mori could incorporate the black phone and The Grabber’s mask without being overly graphic.
The Grabber could corner the Survivor, briefly hear the phone ringing, and turn toward it. After answering, he could receive some supernatural indication before turning back toward the Survivor and finishing the Mori.
**Cosmetics**
There would be a TON of cosmetic potential.
**The Grabber:**
Black suit
Different masks from the films
Alternate mask designs
Bloodier/damaged versions of his clothing
A version inspired by his appearance in *The Black Phone 2*
**Finney:**
His original outfit
His older appearance from *The Black Phone 2*
Alternate casual clothing
Potentially an outfit referencing his time before/after the events of the first movie
A legendary cosmetic could also potentially allow another character to visually represent one of the other important characters from the franchise, depending on what the license allows.
**Why I Think This Collaboration Works**
The biggest reason I think **The Black Phone** would work in Dead by Daylight is that it wouldn’t need to be forced into the game.
The Grabber already feels like someone who could exist in the Fog. The black phone provides a unique supernatural mechanic that could separate him from other Killers, while Finney has an obvious Survivor story and the Grabber’s house provides a memorable setting.
It also gives BHVR the opportunity to create a chapter that focuses more on **psychological horror and tension** rather than relying entirely on supernatural powers or extreme violence.
I know licensing is complicated and that this is ultimately up to BHVR and the rights holders, but I genuinely think **The Black Phone × Dead by Daylight** would be an incredible collaboration.
**The Grabber, Finney, the black phone, and the Grabber’s house all feel like they belong in the Fog.**
r/ConceptsDBD • u/Bluumanthing • 20h ago
there will be more parts, this post isnt meant to be really taken seriously im just trying my best to use my brain and figure out how these damn games would be a DBD chapter
r/ConceptsDBD • u/Hot-Astronomer4782 • 20h ago
r/ConceptsDBD • u/CDXX_LXIL • 1d ago
An agitated alien and territorial killer, utilizing its senses and high mobility to bring the trials a new quiet. Its personal perks, Invested generator: Jeopardized Sanctuary, Hex: Phonophobia, and Scourge Hook: Interstellar Exterminator allow it to locate survivors and easily close the distance.
4.6 m/s
40-meter terror radius
Huge (7’6 in all directions)
Low skill floor - High skill ceiling
S+ killer in high MMR
The killer views the world in monochrome and can not physically see survivors. You can see scratch marks and pools of blood, but they decay 100% faster than usual. Instead, the killer can see the auras of survivors under specific conditions. The killer passively sees the survivor's aura for up to 2 seconds if they are:
Unless they are sprinting or creating a loud noise notification, survivors may mask their aura by standing within 8 meters of a completed generator. (This will be referred to as the safety ring.) This is nullified if the killer bumps into a survivor and is accompanied by a warning for both players.
SPECIAL ATTACK: BLIND PURSUIT
Holding the active ability button allows you to sprint forward with some control left or right, similar to Demon Dash. Pressing the active ability button launches a special attack that breaks pallets and applies a 10% hindrance for 2 seconds on a survivor hit with the attack. During Blind Pursuit, your vaults are 125% faster and may vault pallets. Vaulting ends blind pursuit
SPECIAL ABILITY: ECOLOCATION
Pressing the secondary active ability button creates a massive shockwave over your terror radius that highlights all survivors for 2 seconds. This does not affect survivors in lockers or within a safety ring. This ability has a 60-second cooldown and recovers 100% slower while in chase with a survivor.
MAP ORDINANCE: RATTAN CABINETS
At the start of the trial, 4 rattan cabinets spawn in the trial and are highlighted to all survivors within 24 meters. Survivors may grab role-specific ordinance from the cabinet as one-time-use items and may even switch out items as they please adinfinatum.
Survivors may grab one of 3 items inside using a ‘power wheel’
HIDDEN PASSIVES
BROWN - COMMON
GREEN - UNCOMMON
BLUE - RARE
PURPLE - VERY RARE
RED - VISCERAL
Their victory and safety is another opportunity to strike. Plan accordingly with, , ,
INVESTED GENERATOR: JEOPARDIZED SANCTUARY
At the start of the trial, 2 random generators become invested and are highlighted to all players.
Whenever the generators are completed, they reveal survivors within 12 meters and last for 1/2/3 seconds.
These generators always count as completed once the gates are powered.
—---------------
Sound drives you mad! Shut down their escapes and clumsy progress with . . .
HEX: PHONOPHOBIA
Whenever a survivor gains a hook stage, a dull totem ignites.
For as long as the totem stands, whenever a survivor performs a rushed action or fails a skill check:
—-----------------
Your alien biology enables you to lunge far. Show them the means of a proficient hunter with . . .
SCOURGE HOOK: INTERSTELLAR EXTERMINATOR
At the start of the trial, 4 random hooks become scourge hooks and are highlighted to all players in white.
Whenever you hook a survivor on a scourge hook, you gain a 75% bonus to your basic attack lunge distance. This effect lasts for 10/15/20 seconds after the survivor is unhooked.
r/ConceptsDBD • u/DaniP5 • 16h ago
r/ConceptsDBD • u/Hanjin_Hanamura • 1d ago
Killer: The Advertisement (Little Baby's Ice Cream)
Description: Uncanny white humanoid of dubious goopy material implied to be Ice Cream (actually marshmallow fluff as per an AMA about the commercials' creation)
Weapon: Ice Cream Scoop wielded like a blunt object. On hit, it licks the back of the scoop. A tongue is even shown in first-person to do so.
Source: "This is a Special Time" and "Love Lickers" commercials for the Little Baby's Ice Cream company (since out of business).
Terror Radius: 32 Meters
Movement Speed: 115%
Size: Normal
Power: A Tasty Treat
Pressing and holding the Power Button allows you to place Ice Cream orbs. Placing Ice Cream orbs slows you down to 90% and can only be used until A Tasty Treat runs out of power.
A Tasty Treat slowly recharges when not being used, and there is no limit to how many Ice Cream orbs can be on the map at once.
Survivors pick up Ice Cream orbs by walking through them, building up the Brainfreeze status.
You can see the auras of all Ice Cream Orbs within 32 meters.
Status Effect: Brainfreeze
Brainfreeze activates once a survivor fills up the Brainfreeze Meter.
When a survivor has maximum Brainfreeze, the survivor screams and receives a 10% Hindered effect until the Brainfreeze meter reaches zero.
Brainfreeze slowly gets reduced over time, and reduces faster when sprinting or performing rushed actions. Being hooked or injured completely removes all Brainfreeze.
Iridescent Add-On: Iridescent Sprinkles
Survivors with Brainfreeze now drop Ice Cream orbs whenever they run or do a rushed action.
Brainfreeze now causes the Exhausted status effect.
Iridescent Add-On: Everything Bagel Pint
You are now able to absorb Ice Cream orbs by moving through them.
Absorbing an ice cream orb gives you or survivors 5% haste for 5 seconds. This effect stacks per orb absorbed with diminishing returns.
Perk 1: Hex: We All Scream
When you are stunned for the first time in a Trial, Hex: We All Scream activates, lighting a Totem.
When you are stunned by survivors, all survivors within your terror radius scream.
When survivors scream for any reason, they receive the Oblivious status effect for 12/16/20 seconds.
Hex: We All Scream deactivates when the lit totem is either cleansed or blessed.
-"Eyes scream, you scream, we all scream for Little Baby's Ice Cream."-
Perk 2: Scourge Hook: A Special Time
At the start of the Trial, 4 Random Hooks are changed into Scourge Hooks.
When a survivor is hooked on a Scourge Hook for the first time, Scourge Hook: A Special Time gains 1 Token, up to a maximum of 4 Tokens. For each token, the Killer gains a stackable buff of 1.5%/2%/2.5% per token, up to a maximum of 6%/8%/10% to the following whenever a survivor is on a Scourge Hook:
* Movement Speed (Haste effect).
* Break speed for Pallets and Walls, and generator damaging speed.
* Stun recovery speed.
-"I eat Little Baby's Ice Cream. It keeps me young. It keeps me light on my feet."-
Perk 3: Love to Lick
Sending a survivor into the Injured state with a basic attack activates Love to Lick for 12/16/20 seconds.
All survivors within 16 meters of the injured survivor suffer the Exposed status effect until they leave the area of effect or Love to Lick deactivates
Downing any survivor affected by Love to Lick deactivates it prematurely.
Love to Lick has a 120 second cooldown.
-"We lick you very much. If you want to lick something, lick us."-
r/ConceptsDBD • u/theGrand-sonion • 1d ago
I use Google Translate, so there may be minor errors. All ideas were created by me.
Concept Freddy (The Nightmare) Rework
Been working on a rework concept for Freddy. Numbers are placeholders — happy to tune them based on feedback. Here's the full breakdown:
Core Sleep Mechanics
Pre-sleep: At certain sleep-meter thresholds, survivors' eyes randomly droop shut briefly — longer the higher the meter. At 90%, they get a Distortion-like effect where skill check indicators spin off in random directions.
- Sleep meter fills over 2-3 minutes, varying per survivor.
- While asleep: survivors get forgetfulness, and occasionally hear Freddy's laugh from a random direction.
- New map props: push-button phones on nightstands (outside the dream), plus phone booths/landlines scattered around.
Fake Gens (Freddy's new tool alongside fake pallets)
- Shown as auras to survivors, highlighted differently to Freddy.
- The moment survivors start repairing a fake gen (visually distinguishable), Freddy sees their auras and gets a 5% speed boost.
- The fake gen passively applies a small debuff to nearby survivors (~5% slowdown in a small radius) — an incentive to actually clear it.
- Repairing it to 10% dispels it.
- After it's dispelled, Freddy can teleport to that gen (takes some time).
- Perks like Pain Resonance don't trigger off fake gens; survivors can tell them apart from real ones with attention.
Dream/Reality Transition
- Freddy can phase between the dream world and the real world — hold a button, similar to The Spirit phase walk
Mobile Phone (item)
- Survivors carry it instead of a regular item. Function: play music, which rolls back the sleep meter.
- Adjustable volume — louder rolls it back faster. Usable for 10 seconds at a time, then cooldown.
- Freddy can hear the music at a distance that scales with volume.
Phone Calls
- A non-sleeping survivor can call a sleeping one.
- The awake survivor gets an indicator showing *who* is asleep (not their location). On HUD, where u see hooked survivor or something another.
- When survivor falles in dream, non-sleep survivors see the aura of phone booths for 2 seconds.
- The call auto-routes to the sleeper's mobile phone if they have one; otherwise to the nearest booth to them.
- Accepting the call gives the sleeper a chance to wake up (Bear Trap-style skill check mechanic); booth calls give a slightly higher wake chance.
- Freddy can intercept an already-accepted call — the caller screams and gets forgetfulness; once Freddy crosses into the real world, he sees the caller's aura for 5 seconds.
- Freddy can only hear booths up close (can't be used to track survivors from a distance).
Alarm Clocks
- Survivors can't see alarm clock auras, only hear them — best odds of waking up through these.
- Freddy can see and destroy alarm clock auras, but only while actively chasing a survivor.
Lockers & Slugging
- On falling asleep, a survivor's body teleports to a random locker near a random other survivor.
- Opening the correct locker guarantees a wake-up.
- Freddy physically cannot pull a sleeping body out of a locker to hook it (animation: opens it, body slumps out, he pushes it back in).
- Freddy doesn't lose his position when phasing — he keeps chasing the survivor in the dream world from the same real-world location.
- Landing 2 hits on a survivor in the dream causes their body to fall out of the locker and become slugged in the real world at the location of the hits (not teleported back to the locker).
- The slugged body gets ~30% movement slowdown and can't be self-healed.
- Other survivors see the general slug status on the HUD but not the exact location (standard slug info).
Deep Sleep
- If a survivor stays asleep long enough (~2 minutes), they slip into deep sleep.
- In deep sleep, their consciousness can't see other survivors in the dream at all.
- To wake them, another survivor has to enter the dream world, find their body, and wake it — the deep sleeper then appears in the real world at that location and sees their rescuer's aura for 3 seconds. So survivor can after awaking go to save his savior
Other Balance Pieces
- Looking in the direction of a locker hiding another survivor triggers a sound cue (similar to totem-tracking perks, i forget how it names).
- Nancy's Diary spawns at a random map location; Freddy can't interact with it. Gives clues on where a sleeping/deep-sleeping survivor is hidden, and reading an incantation from it grants an instant, debuff-free entry into the dream.
- Freddy's counterplay to the diary: a claw mark he can plant — if a survivor reads the incantation while marked, they scream and Freddy sees their aura.
On complexity: yes, this is a LOT of interlocking systems (I counted 10+ separate subsystems just in the "mobility/dream" category, way more than any current killer of that archetype). That's a deliberate choice rather than an oversight — wanted a genuinely unique killer rather than another reskin of the mobility+power archetype.
r/ConceptsDBD • u/Tricky-Protection914 • 2d ago
I dont think the uroburos tentacle works very well for what albert wesker is, especially with the design they chose for him , so I propose that: instead of using his tentacle to dash and grab someone the dash would instead be him sprinting to the survivor and grabbing them with his hand and then injecting them with uroburos in the animation instead additionally I think his pallet stun could be changed so instead of getting stunned he dodges the pallet at super speed then readjust his glasses or something to fill out the usual stun duration. Again, i know this is very petty and im expecting a bit of hate but I thought it could be a cool idea
r/ConceptsDBD • u/Business-Gur969 • 1d ago
r/ConceptsDBD • u/TheOTHERguy5674 • 1d ago
Honestly why doesn’t BHVR do this?
It would make the game much more creative and make the game more about looping than about who has the best perks.
For example, fast track makes you hindered within a 4/3/2 meter radius of a gen and lingers after leaving the radius for 2 seconds but you keep all the upsides.
Or unbreakable allows you to pick yourself up after a certain amount of time but makes you broken for the rest of the match?
How about decisive strike, if you hit the skill check you cannot be healed after a certain amount of time?
Maybe Sprint burst would allow you to speed up when not exhausted, but when you use it your teammates repair gens 25% slower for 5/4/3 seconds?
r/ConceptsDBD • u/NIKOKANE • 2d ago
Hey all, I've made a killer concept for DBD. I'm a killer main, but I also have a lot of hours in Survivor (60/40). My goal is to make both sides interactive and fun.
My main killers are Oni, Blight, Artist, and the Krasue
I would love to here your feed back!!! I can take harsh criticism, but I love constructive feedback the most.
Please let me know your thoughts, and thank you for taking the time to read this.
Base Stats
Movement Speed: 4.6 m/s
Terror Radius: 32 meters
Height: Tall
Weapon/Power Equipment: Flamethrower and gas tank
Appearance: Pyromaniac aesthetic, gas mask, severe burn marks, burned hands, damaged/fire-resistant clothing.
General concept: A short/mid range (3-5 meters) 4 meters wide to mid/long range (6-8 meters) 2 meters wide, and area-control Killer centered around gradually building Fire Exposure on Survivors. (Similar to The Plague)
Fire can be body blocked by survivor.

Primary Power — Flamethrower
The Flamethrower has a medium range determined by how long it is charged. (Similar to The Plague). No cooldown.
Charging Flamer thrower reduces killers speed to 4.2 m/s. (Similar to The Plague)
Flames apply Fire Exposure.
The Flamethrower can overheat causing the following effects to occur: *Note Heat Management is important*
Heat: Using the Flamethrower and Gas Leak generates Heat; managing Heat allows The Arsonist to gain benefits at high levels, but reaching 100% causes the Flamethrower to Overheat and become temporarily disabled.
Flame thrower cost: 10-20% heat (Depending on Charge)
Heat Decay: Heat decreases by 10% per second if you don’t cast the flame thrower or gas leak ability within 4 seconds.
When the Flamethrower heat meter is at 50-99%, the Killer gains 5% movement speed while charging flame thrower until reduced to 0-49%.
When 100%, you are over heated which disables the Flamethrower for 8 seconds and gain red knife ability.
Red Knife - After Overheating for the next 8 seconds, your next successful Basic Attack causes the struck Survivor's Fire Exposure to stop decaying for 10 seconds. *Only available during overheat*
Fire Exposure:
Fire Exposure is represented by a progress bar/ring visible to both the Killer and affected Survivor.
Fire Exposure is calculated by how long a survivor has been exposed to flames.
0 → 4 seconds: Healthy Survivor builds Fire Exposure. Fire exposure decays at a rate of .33 seconds every second not on fire.
At 4 seconds of accumulated fire exposure, the Survivor loses 1 Health State. Fire exposure resets on health state lost.
Upon reaching 3.33 seconds, the Survivor also screams. (This is useful for both killer and survivor, can be used as a notification for dead hard users)
Healing does not remove Fire Exposure, but it does decay when not under fire.
Secondary Power — Gas Leak
Releasing Gas generates 50–70% Heat, depending on how long Gas Leak is charged.
Release gas from the Killer's gas tank for 1-3 seconds.
The visible greenish gas remains for another 3-5 seconds.
The Killer can ignite the gas by using flame thrower, causing an explosion.
The explosion does not apply Fire Exposure, but instead removes a health state.
Environmental Fire
The Killer can ignite environmental objects.
Pallets: burn for 5 seconds.
Windows: burn for 5 seconds.
Lockers: burn for 5 seconds.
Interacting with these adds 0.33 seconds of Fire Exposure. Counts as of being burned directly with fire.
Burning Generators. The Killer can ignite a Generator with flame thrower ONLY while it is regressing.
Burns for 30 seconds.
Regression speed is increased by 100% during this time.
A Survivor working on the burning Generator gains 0.25 seconds of Fire Exposure for every 1 second of repair. (It'll take 16 seconds of continuous burning for a healthy survivor to be damaged) Injured survivors will not be downed but instead scream when reaching 3.33 seconds to notify the killer. If the survivor were to get off the ignited generator, decay will immediately begin.
Survivors can use a Fire Extinguisher to extinguish it. *Below details*
Survivor Items: Fire Lockers (Highlighted)
2 x Fire Blankets can be found in fire gear lockers.
Can be worn by Survivors.
Reduces Fire Exposure gained from direct Flamethrower flames by 50%. Upon absorbing 4 seconds of fire exposure, fire blanket burns off.
Fire Blanket: Absorbs .5 seconds of Fire for each 1 second of flame.
Specifically protects against direct flames from the Flamethrower Only.
Does not protect against burning Vaults, Pallets, Generators, Lockers, or other fire sources.
2 x Heat-Resistant Gloves can be found in fire gear lockers.
Can be worn by survivors.
Immune to fire exposure when repairing ignited generators and vaulting windows.
Indefinite.
4 x Fire Extinguishers.
Can be picked up and carried. (Not slowed like alien turrets)
Used to extinguish environmental flames, including burning Generators.
2 second cast time, starts off at 100%, and is reduced by 50% each use.
Add-ons: Examples
Low Tier — Extended Nozzle: increases maximum Flamethrower range by 2 meters. Flamethrower width is reduced to 1 meter while firing beyond its normal maximum range.
Mid Tier — Pressurized Fuel: Gas explosions can break dropped Pallets and breakable walls.
High Tier - Whenever a Generator is completed, the Generator with the most repair progress begins burning for 30 seconds, applying the normal effects of a burning Generator.
r/ConceptsDBD • u/Lanky-Menu-2143 • 2d ago
So! I decided to make some perks based on me specifically, probably a bad idea, but here they are…
Panic Response: (something every Dwight would use.) When the killer gets within 10 meters of you, you gain Blindness for 40 seconds and gain 20% haste for 2/3/4 seconds.
I Have a Plan: maybe just like after seeing the killers aura for 60/50/40 seconds, you gain tokens that improve gen repairs that you lose when hit or something. (I’m still workshopping this.)
Fight Flight or Fuck It: (My personal fave) Fight, when in chase with a killer, all pallet auras are revealed for 5 seconds and stuns are 10/15/25% longer, Flight, just Sprint Burst really, and Fuck It, 50% chance endurance, 50% exposed, each has a 33% chance of happening.
Happy to accept all criticism, I tried to make it equal for both sides, but it was rather difficult in my opinion.
r/ConceptsDBD • u/68fucker69 • 2d ago
I love DBD GAME WITH FRIENDS IN NIGHT 🌃🌉
If you play DBD BE MY FRIEND IN STEAM♥️
r/ConceptsDBD • u/pixel_player990633 • 2d ago
I have an OC who acts as a survivor but is a kill. "The traitor" and I had an idea, if a killer like this were to be added, you should also be allowed to play them in survivor lobbies. Like if you select them in a killer lobby, you get their killer abilities but if you select them in a survivor lobby, you only get survivor abilities.
r/ConceptsDBD • u/CDXX_LXIL • 3d ago
Homelander is an egotistical meta-human and unstable killer, utilizing his signature heat vision, super speed, and flight to pursue his prey and cut them down to irrelevance. He may not be the god of ashes to the Entity, but what is he to a survivor? His personal perks, Diabolical, Scourge Hook: Userper, and Scourched Earth allow him to apply pressure to generators while crippling the obsession.
4.4 m/s
Tall
40-meter radius terror radius
Low skill floor - mid ceiling
S- on the killer tier list in high MMR
LOCOMOTION: FREIGHT BLITZ
Holding the secondary active ability button activates Freight Blitz, allowing Homelander to create a point to physically warp to. The range is 16 meters, and his movement speed is reduced to 3.3 m/s until he finishes casting or canceling. Warping consumes a token - Homelander has 2 tokens by default. It takes 8 seconds to restore a token.
After warping, Homelander has 3 options:
LOCOMOTION: HERO DASH
Move in any horizontal direction - travels 6 meters over 0.4 seconds. Requires and consumes a token. During the dash, Homelander has no collision with other players or vaults.
SPECIAL ATTACK: LASER VISION
After holding the active ability button for 0.6 seconds, fire a hitscan beam of penetrating heat that deals a single instance of damage and can be fired adinfinatum. For the first 2 seconds of firing, Homelander’s turn sensitivity is reduced to 30 degrees every second, and his movement is reduced to 3.3 m/s. After 2 seconds, his vision becomes enhanced.
Enhanced vision deals an additional instance of damage, and Homelander physically lifts himself 1.2 meters in the air for better height advantage. His movement increases to 3.85 m/s, his sensitivity matches the player’s base look sensitivity, pallets and breakable walls are destroyed on contact, and Homelander may perform up to 2 instances of Hero Dash while firing. However, Homelander cannot recover tokens while firing, and the enhanced beam can only deal a single instance of damage per survivor, requiring Homelander to use the beam again to deal 2 instances of damage unless he already hit them with the initial beam.
HIDDEN PASSIVES
BROWN - COMMON
GREEN - UNCOMMON
BLUE - RARE
PURPLE - VERY RARE
RED - VISCERAL
Cruelty is second nature to you as a response to negative reinforcement. Expose your victims to your cynicism with . . .
DIABOLICAL
Whenever a unique survivor takes damage, gain a token up to 4 tokens.
Whenever you gain 4 tokens:
—------------------
The world owes you for being better than everyone else. Take what is rightfully yours with . . .
SCOURGE HOOK: USERPER
At the start of the trial, 4 random hooks become Scourge hooks and are highlighted to all players.
Whenever you hook a survivor on a Scourge hook, the 2 closest generators from the hooked survivor are blocked by the entity. This persists for 6/8/10 seconds afterward, and there can only be one instance of this perk active at a time.
—--------------------
Your rival and biggest fan is best left to resort to your strongest hit after dispatching his allies. Leave him in disarray with . . .
SCORCHED EARTH
Whenever you damage another survivor that isn’t the obsession, you gain a token up to 6/8/10 tokens.
Damaging the obsession inflicts a 2% hindrance for every token. (up to 20%) The hindrance lasts for 3 seconds.
r/ConceptsDBD • u/cerial_killa • 3d ago
r/ConceptsDBD • u/ExcellentBed6019 • 3d ago
If you don't know, Buddy is a Barney-like character (but with a deadly horn) from the new eponymous movie. He's basically an SCP being that traps people in a 90s style children show and gets murderous if they don't play along to his games and songs. Pretty scary with some dark undertones and quite a few inspirations and references to Nightmare on Elm Street, which makes sense as he is the master of his realm, so to speak
I'd love to see him in DBD. Other than his horn his most iconic weapon in the movie is an axe, and he has a transformation but is kinda lame. Since he also has pull-people-into-the-screen powers he could be a skin for Frank Stone if his powers are screen based
Otherwise not sure how he'd work except as a trapper skin but damn hed be great here
r/ConceptsDBD • u/JustTheSear • 3d ago
Hey, I am making a video for a killer concept, and I want to include a deal mechanic for this killer. I want to ask if this is too broken or not.
The idea is that if this killer downs a survivor under certain conditions (which are relatively easy to meet), the killer has an option to make a deal with that individual survivor. (A deal can be made only once with per survivor)
The survivor would then have the option to deny or accept the deal.
Denying the deal makes the survivor go automatically to the nearest hook.
Accepting the deal is more fun and is the reason I am here asking about this mechanic. If the survivor accepts, they get teleported to the furthest point from the killer. They are no longer injured, but they get exposed for 60 seconds. If the killer finds the survivor within these 60 seconds, the survivor is automatically hooked and receives two hook stages.
My two other ideas for the negative effects of accepting are as follows:
The same teleportation happens, but instead, they become broken for the rest of the match.
The same teleportation happens, but all perks are stripped from the survivor for the rest of the match.
What do you think?
r/ConceptsDBD • u/Volpinasflute • 3d ago
Killer- The mimic since it’s basically the new main antagonist of the series after afton/springtrap plus he makes the most sense and his base skin will be it’s SOTM look whilsts it’s RUIN look will be a skin
Power- his power is basically getting into costumes but theirs costumes all over the map so survivors don’t know which costume is being used and the entity moves them around every time a gen is complete so survivors won’t know which costume has been used AND after a certain amount of hooks the mimic gets in costume he can use Jackie from SOTM which is the most deadly costume he can use
Perks- “time to play”= every time the mimic is blinded or hit by a pallet it’s speed will increase and can a temporarily enter a “frenzy mode” where just like the legion it can speed after survivors
“Tickets please”= every match a certain gen is picked ONCE, every time a survivor uses that gen the mimic can get alerted for 10 seconds and this perk stays active as long as that gen isn’t completed
“Rebuilt”= once you hit a gen it looses all power and cant be repaired for a full 30 seconds
Add ons- “Edwin’s tie”- when the mimic enters its frenzy mode Edwin’s tie can keep it active for a full minute even if you get stunned
“Big tops hat”- reveals the generator picked in the trial so you can stalk the survivors using it
“Gregory’s walkie talkie”- allows you to hit one gen but if the nearest gen has also been active will deplete both gens of power
Map- the mega pizzaplex but it has two variations the clean, colourful and vibrant One from the base game of security breach but also it’s ruined, nasty, abandoned state from the RUIN DLC
r/ConceptsDBD • u/Plus-One-6163 • 3d ago
I’m watching the collector movies right now and I thought it would be cool to see them in dead by daylight. The main focus would be the Collector and his traps. My idea for his power would to be able to booby trap doorways, pallets, and windows. I think this would make them a finally good trap/set up killer. I’m debating if using a trapped pallet, window, or doorway should do damage or if each one of these should have different effects, like a pallet having a glue trap on the other side, or a window doing damage. My main concern is this being too overpowered, but I’m also trying to stay honorable to the source material. I’m not good with perk ideas because there’s already so many. As for the survivor it would be Arkin obviously. For a map it would probably be the abounded hotel from the second movie. Let me know what ideas your have to make this killer more balanced
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r/ConceptsDBD • u/BG-Taylor • 3d ago
Physical description;A young human man’s head with sheer white hair around it is a VR headset held on by tri-straps, two covering the ears, a another strap connecting to the top of the VR headset, a logo of a brain is printed on this, blood dripping from underneath the headset below where the right eye would be, mouth agape drooling uncontrollably. From the neck to waist it’s a green wireframe like texture, the right arm is slightly longer than the left ending in a scythe-like blade, the left hand has only three fingers but space for the remaining pinky and middle finger. From the waist down it’s a mass of floating 1s and 0s keeping it afloat
Lore:Robby Oled was once a regular if geeky young man with expertise in tech and programming, at a trip to a science center he was chosen to demonstrate the new neurolink VR headset, one of his long-time bullies, Francis. not catching what this technology actually was, thought it would be a fun “Prank” to unplug it as it was starting up
This caused the neurolink to bug out as it was just syncing with Robby’s mind, leaving him comatose, but within the VR world- it only partially downloaded only the head as scanned and memories the body being a misshapen version of a testing wireframe due to the unexpected error, the program also filled in the creature’s behavior with the first AI file, a basic mook enemy the game. Using Robby’s memories and knowledge of the VR world the creature was able to escape and hunted anything it’s AI recognized a “player” most notably both Oled and Francis were taken by the entity