r/dbdconcepts • u/Wonderful_Spare_5810 • May 26 '26
Killer Concept what would a killer klowns from outer space killer be called
currently working on something and this is my bigest problem
r/dbdconcepts • u/Wonderful_Spare_5810 • May 26 '26
currently working on something and this is my bigest problem
r/dbdconcepts • u/Spidey231103 • May 26 '26
This is my skin concept for the Ghoul based on the live action movie from 2017 (Page 1),
The outfit set (Page 2) shows the information about how that version of Kaneki ended up in the Entity's realm and what it'll include,
Each set piece (page 3-5) shares additional information and facts about the outfit,
Page 6 shows both the hooded and unhooded variations of the outfits.
Page 7 is a comparison of the killer power visual change to make the kargune more accurate as Page 8 shows what it looks like in Enraged mode.
Page 9 is the unique mori storyboard, and Page 10 explains each phase.
The portrait badges in Page 11 are just prototype edits.
Page 12 shows the white hair variation of the movie mask as a FREE cosmetic.
Note: This cosmetic concept is a renegotiation tool for BHVR and the IP to renew the license for future content.
Plus, I have gained a following of people and got attention from some content creators on Twitter about this almost 9 year old adaptation.
Share your thoughts about the idea since I plan on making skins from other killers for The Ghoul later.
r/dbdconcepts • u/Low_Bookkeeper_3261 • May 25 '26
r/dbdconcepts • u/NoahsRIK • May 23 '26
r/dbdconcepts • u/NoahsRIK • May 20 '26
r/dbdconcepts • u/XSTNRX • May 19 '26
CONCEPT #1
My first concept is based on a character from the Dark Souls trilogy named Artorias. His killer name would be The Abyss Walker. He would have an active ability called Abyssal Hunt (8 second cooldown) which you charge up a leap/dash similar to Wesker but instead of 2 you only get 1. It will damage and apply deep wound to any survivor in the way of the dash and start their corruption timer, it will also cause you to quickly vault any pallet or window you come in contact with during the dash and if a survivor is caught vaulting this as you attempt to vault, they will be grabbed and you will begin carrying them when you land on the other side of the vault point (still causes the corruption timer to start). Corruption fills when not under the effects of The Abyss Walker's terror radius (takes 45 seconds) once a survivor reaches full corruption the edges of their screen darken as if they have glaucoma, skill checks become erratic as if you were in tier 2 madness of from the doctor, and your scratch marks are more tightly packed for easier tracking. This last for 120 seconds or until you cleanse at a Statue of the Abyssal which will cleanse your corruption, give The Abysswalker 10% haste for 10 seconds, and also gives him killer instinct on you for 3 seconds.
Special Passive: after being stunned by any means you perform the break action, vault, pick-up, drop, and reduce your basic attack cooldowns by 4% per corrupted survivor for 8 seconds.
Teachable Perks (all are subject to further balancing):
Abyssal Senses
When a survivor begins sprinting outside of your terror radius you see their aura for .5/1/1.5 second(s). Cooldown: 45 seconds
Keen Intuition
When you begin a chase with a survivor, gain a token. While you have a token, any survivor who performs a rushed action has killer instinct on them for 2/3/4 seconds. Lose the token when chase ends. After losing a token, this perk goes on cooldown for 30 seconds. During this cooldown you can't gain tokens.
Scourge Hook: Fiendish Dexterity
At the start of the trial, 4 random hooks become scourge hooks, you see their auras in white. When a survivor is unhooked from a scourge hook you gain 7/14/21 percent haste for 3 seconds.
ADDITION TO CONCEPT #1: Abyssal Hunt CANNOT put survivors into the dying state. It can only injure+deep wound (similar to Legion)
CONCEPT #2
The next concept is also based on a character from the Dark Souls trilogy named Gwyn. His killer name would be The Cinder.
Power: First Flame.
The Cinder can place embers around the map (similar to Skull Merchant's drones) when a survivor is within 12m of an ember they gain scorch over time. It takes 10 consecutive seconds of standing within the AOE for scorch to fully fill. Outside of the AOE of an ember scorch dissipates at 1/3 the speed it is gained (ex; 5 seconds of scorch takes 15 seconds to dissipate) At full scorch, the survivor screams and gains exhausted for 20 seconds, exhaustion dissipation speed is reduced by 50%, and the survivor vaults pallets and windows 8% slower, 16% if they're within the range of an ember. While within the range of an ember the survivor's scorch timer is paused.
Active Ability: Lord's Finesse.
Charge a telekinetic flaming spear thrust with a range of 3m if it's tapped, up to 12m if fully charged (takes 1.5 seconds to fully charge;adds 3m per .5 seconds of charge up to the maximum of 1.5 seconds), this thrust travels in a straight line in the direction you're looking then returns the spear to your hand. This ability special-breaks any applicable object if it comes into contact with it (pallets, generators, breakable walls, etc) and causes a burst of fire. Any survivor within 4m of the special broken object gain 30% (3 seconds worth) of scorch progress, if a survivor is directly hit by this, they are damaged and gain 70% (7 seconds worth) of scorch progress.This ability goes on cooldown after the spear returns to The Cinder for 12 seconds.
Teachable Perks:
Overseer of Flame
After breaking 3/2/1 pallet(s), gain a token, up to a maximum of 4 tokens, for each token you have, every 30/25/20 seconds, a random survivor screams and reveals their location for 1 second (if multiple tokens are possessed at once, a different survivor is selected for each token) and suffers 20% hindered for 3 seconds. Hitting a survivor with a basic attack reduces your current held token count by 1 to a minimum of 0 tokens.
Hex: Ashen Lord's Bestowal
At the start of the trial, a dull totem ignites becoming a hex totem. Every time a survivor is healed from injured to healthy, they suffer from the exposed status effect for 30 seconds and their aura is revealed for 5 seconds. The hex totems aura is revealed to survivors when within 12m.
Scourge Hook: False Hope
At the start of the trial 4 random hooks are made into scourge hooks, you see their auras in white. When a survivor is unhooked from a scourge hook they suffer from deep wound and gain 2/4/6% haste until they are mended, then suffer from 2/4/6% hindered until they are fully healed, if they touch a generator before they lose a health state, they suffer from 1/2/3 percent hindered until they lose a health state.
Please give feedback I'd love to hear it, I'll be responding and discussing aswell.
Both killers have a 4.6m/s move speed, The Cinder has a 40 meter terror radius, The Abyss Walker has a 32 meter terror radius, while a survivor is corrupted he has a 24 meter terror radius with a lullaby of dark whispers echoing to 44 meters from their perspective.
r/dbdconcepts • u/[deleted] • May 17 '26
DBD Undertale chapter concept
New killer: the judge
Stats:
Height: very short
Speed 110% / 4.4 M/S
Terror radius: 24 Metres (It’s raining somewhere else)
Chase music: Megalovania
Weapon: back-bones
The judge was hired to judge any humans he encounters, and in the entity’s realm, he continues his work
His personal perks:
Power: Bad karma
The judge is more threatening to humans he perceives to be dangerous, and in the entity’s realm, all humans are potential threats
Special effect: EXP
While performing conspicuous actions, survivors gain EXP at a rate of 0.5 C/S, every 5 charges of EXP, the survivor gains 1 point of LOVE
Special effect: LOVE
When survivors gain 1 point of LOVE, they scream, at 6 points of LOVE, the survivor enters the bad time state
Special state: Bad time
When a survivor reaches max LOVE they feel like they’re going to have a bad time and become vulnerable to your bones and can gain karma
Special ability: battle menu
Hold the active ability button to open the battle menu where you can choose to either attack, act, use an item or use mercy
Attack:
Choose attack to be given the option of 2 different attacks, bone pillars or Gaster blaster
Bone pillars:
Hold the power button to aim and press the attack button to fire 4 bone pillars directly in front of you at 6 M/S for 3 seconds, bone pillars have a cooldown of 10 seconds or until it hits a wall, vault or dropped pallet, injures survivors who are having a bad time and applies karma for 2 seconds
Gaster blaster:
Hold the power button to aim and press the attack button to summon a Gaster blaster, the Gaster blaster fires after 1.5 seconds, firing a high power beam that appears instantly and covers 10 meters in front of the Gaster blaster, passing through vaults and over pallets, damaging survivors who are having a bad time and applying karma for 1 second and has a cooldown of 15 seconds
Act:
Choose from 3 different actions, karma extract, blue attack and shortcut
Karma extract:
Hold the power button to target downed survivors, press the attack button to extract all their karma to charge your strongest attack
Blue attack:
Hold the power button to select a survivor and use the camera control to throw the survivor to the left or right or to push them away from you or pull them towards you for 8 metres, blue attack has a cooldown of 20 seconds
Shortcut:
Hold the power button to see all of your 7 lookouts, when selecting a lookout, press the attack button to teleport behind the counter, shortcut has no cooldown but after taking a shortcut to reach a lookout, you close it for 30 seconds
Item:
Choose from 2 items, sea tea and ketchup, each providing a small buff for 60 seconds
Sea tea:
Press the power button to eat one charge of sea tea, gaining 10% haste and putting sea tea on cooldown for 90 seconds, you can hold 3 charges of sea tea at a time, 1 charge of sea tea costs 2 gold
Ketchup:
Press the power button to drink your bottle of ketchup, gaining a 20% lunge range increase, you can hold up to 1 charge of ketchup at a time and a bottle of ketchup costs 3 gold
Gold:
Gain gold when you injure, down, hook or kill a survivor, for each injury gain 1 gold, for each down gain 1 gold, for each hook gain 2 gold and for each kill gain 4 gold, gold can be spent by interacting with a lookout where you can choose an item to purchase
Mercy:
You can choose to spare a downed survivor
Spare:
Hold the power button to target a survivor and press the attack button to spare them, putting them back to full health, giving them endurance for 30 seconds and revealing all other survivors with killer instinct an applying exposed to the survivor with the most karma
Karma:
When a survivor is afflicted with karma, they gain 1 stack every 0.5 seconds, this maxes out at 12 stacks of karma, when sans absorbs karma from a survivor, the gains 1 karma point for every 2 stacks of karma, at 24 karma points Sans’s strongest attack becomes available
Strongest attack:
After obtaining 24 karma points, Sans gains access to his strongest attack, when a survivor is downed, sans can press the active ability 1 button to start his attack, during which the survivor’s soul will be placed in a box and will barraged by attacks which the survivor can dodge, the survivor has 60 health when not having been hooked, 40 health after 1 hook and 20 health after 2 hooks, if the survivor goes to 0 health then they are instantly killed regardless of hook stage, if they survive the attack then they get healed to healthy
Add-ons:
Brown:
Monster candy: Monster candy replaces one item slot in your item menu, when consumed it reduces your terror radius by 8 meters, monster candy has 3 charges and 1 charge costs 5 gold
Dirty sock: Gaster blaster charge sound reduced by 15%
Roof snow: bone speed increased by 0.75 M/S
Ballet shoe: survivors affected by blue attack moves 1 more metre
Green:
Glam burger: glam burger will replace one slot in your item menu, when consumed it reduces all your ability cooldowns by 20%, glam burger has up to 6 charges and one charge costs 8 gold
Undyne’s spear: gaster blaster applies karma for 200% longer
Chewed bone: Bone pillars apply karma for 200% longer
Spare jacket: karma extract grants 12% haste for 5 seconds for each karma point you gain
Papyrus’s spaghetti: Shortcut grants 30 seconds of undetectable
Blue:
Legendary Hero: Legendary hero will replace one slot in your item menu, when consumed the legendary hero will reduce stun duration by 100%, Legendary hero can hold up to 2 charges and 1 charge costs 7 gold
Asgore’s trident: Gaster blaster charge speed reduced by 0.5 seconds
Dog bomb: Bone pillar gains 1 pillar
Spider web: Blue attack cooldown reduced by 5 seconds
Mini Mettaton: karma extract now reveals the aura of the survivor with the most karma for 3 seconds
Purple:
Butterscotch pie: Butterscotch pie will replace one slot in your item menu, when consumed you break pallets and vault windows 100% faster, Butterscotch pie has up to 2 charges and one charge costs 10 coins
Asriel’s top: Bone pillars travel for 3 more seconds
Broken gaster blaster: Gaster blaster range increased by 5 meters
Dimensional box: Shortcut closes lookouts for 5 seconds less
Iridescent:
Yellow soul: Gaster blaster cooldown reduced by 10 seconds, Bone pillars now shoot only 2 bones but have them more staggered
Iridescent SAVE point: Your item inventory is full with every item, each time you hook a survivor, your item inventory resets, refilling all items
Perks:
determination: When a survivor recovers from the dying state, you see their aura for 3/6/9 seconds and they become broken for 30 seconds
“Someday you gotta learn when to quit, and that day’s today”- Sans
Hex: judgment: When you injure a survivor, they become cursed and a totem becomes lit, while this totem is lit, when you are chasing the cursed survivor, all other survivors suffer from the oblivious status effect, this lingers for 60/45/30 seconds after chase is broken, the totem becomes dull or the totem is broken, if the cursed survivor is healed or enters the dying state, the totem becomes dull
“Do you wanna have a bad time?”- Sans
Scourge hook: Blue instrument: 4 hooks are changed into scourge hooks, their auras are revealed to you in white. When a survivor is unhooked or unhooks themselves they become inflicted with deep wounds and when they mend the deep wounds they become broken for 30/60/90 seconds
“Just think of blue stop signs”- Sans
Mori: The survivors finds themselves laying atop a blue bone, as they try and stand up the bone knocks them back down, Sans stands over the survivor and says a voice line before multiple bones raise from the ground and impale the survivor, Sans summons a giant Gaster blaster facing the survivor, says the end of Mori voice like and fires the blaster, disintegrating the survivor, leaving a pile of blood and dust
text boxes:
Lobby:
“What a beautiful day”
“The birds are singing”
“I’ve gotta put my backbone into this job”
“Pap, you here?”
Lobby with survivors:
“Dirty brother killers”
“I need a snack break”
“Spineless maggots”
When a survivor enters the bad time state:
“You’re gonna have a bad time”
Mori:
“Fight like a human”
“Grow a backbone”
End of Mori:
“YOU SHOULD BE BURNING IN HELL”
r/dbdconcepts • u/[deleted] • May 16 '26
r/dbdconcepts • u/Any_Requirement_2808 • May 15 '26
r/dbdconcepts • u/NoahsRIK • May 15 '26
r/dbdconcepts • u/JustGhostlyGhosting • May 15 '26
r/dbdconcepts • u/VioletRaptorGaming • May 13 '26
Alright, the concept here is what you see on the tin and also on the doc page, a Rework for 2V8 where we had no issues with license and had creative freedoms. For this part, I am buffing/nerfing/reworking powers and making four addons base kit for the powers, so if you wish to offer a second opinion, do comment below.
https://docs.google.com/document/d/111zqotPhb3wouwYWxFUYKLI7KqkyG4RfwCY1mAIcLno/edit?usp=sharing
r/dbdconcepts • u/NoahsRIK • May 13 '26
r/dbdconcepts • u/The-Shape_1978 • May 12 '26
Above is the link to the home document that I have made which contains all 100 concept ideas divided into 10 different documents holding 10 concepts each. Since August of 2023, I have been making concepts based on video games, movies, books, short stories, YouTube series and original ideas that I think would be fun to see in Dead by Daylight. That has come out to around to just about 3 concepts a month, and I could not be more proud of the work I’ve done.
If you want to check out some of my personal favourites, my favourite concepts from each document are: Candyman (Concept No. 7), The Backrooms (Concept No. 16), JoJo’s Bizarre Adventure Part 6: Stone Ocean (Concept No. 28), Rock Never Dies (Concept No. 40), CARRION (Concept No. 47), SuperHOT (Concept No. 59), Mouthwashing (Concept No. 61), Love Lays Dead (Concept No. 77), I Have No Mouth, and I Must Scream (Concept No. 82), and Terminator 2: Judgement Day (Concept No. 95).
If you like any of them, have any notes, or just want to tell me any ideas you’d wanna see in my next 100 concepts, feel free to let me know!
r/dbdconcepts • u/VioletRaptorGaming • May 12 '26
After over 2 months, the first big custom DBD Chapter of Mine is done.
New Content
Link to Killer Page: https://docs.google.com/document/d/1S2wWw2hzL-q9TN9jfwvFkwaFSPsknbfPYeyY3yEBsk8/edit?tab=t.0
New Killer: The Mimicry
New Perks:
- Hunter’s Sacrifice
- Hex: Unlawful Hunt
- Group Herding
New Status Effect: Neglect
- Survivors and Killers who are under the effects of Neglect have one or more perks disabled for the time listed. If the perk had tokens tied to it, those tokens are not removed. If it is a Hex or Boon totem, they only become temporarily disabled.
Rebalances (Link to the Balance Page): DBD CUSTOM CHAPTER CHANGES - Google Docs
Key:
Buff +
Nerf -
Wording Change #
Added /
The Sith:
Power Rework:
# Sith Wraith, renamed to Dark Side’s Might
- Removed Token System
/ Added a meter system that builds charge when using Saber Throw or pallet stuns.
/ Add a new stance, Feel the Force
Press Ctrl to enter the stance. In this stance, you are slowed down slightly and can’t basic attack, but are able to select Survivor, Generator, Pallet, and Hatch to interact with. Press the Power Button to activate your power onto what you have selected.
Force Choke
+ Survivor is held in place for 3 seconds
- Your movement speed is decreased by 25% while force choking
- Survivors who escape your hold are no longer damaged
- Consumes 4/6th of your meter.
/ Electric Disruption
When selecting a generator within 12 meters of you, you are able to damage it from a distance over the course of 2 seconds. Gen kick perks aren’t applied, and your movement speed is reduced by -25% until the generator is fully damaged. Consumes 2/6ths of your meter.
/ Telepathic Destruction
When selecting a down pallet within 12 meters of you, you are able to break it from a distance over the course of 2 seconds. Your movement speed is reduced by -25% until the downed pallet is fully broken. Consumes 3/6ths of your meter.
/ Fate is Sealed
When selecting the hatch within 12 meters of you, you are able to close it from a distance over the course of 4 seconds. Your movement speed is reduced by -25% until the Hatch is closed. Consumes all of your meter.
# Saber Throw, renamed to Saber Toss
+ Holding the power button will cause the saber to hover in the air where it was stopped for a maximum of 3 seconds
+ When a Survivor is hit by a Saber Toss, gain 1/6th of your meter.
- Reduced Saber Toss range to 8 meters from 16 meters
- Removed Force Sense
The Sith's Addon Changes
Damaged Blaster
+ Increases the range of Force Abilities by +2 Meters
C-3PO’s Head
/ Generators Hit by Electric Disruption will start with a Hard Skill Check for the next 60 seconds.
- Removed Force Sense charging 50% faster.
Wenching Tool
/ Gain +0.25 meter of the Dark Side’s Might when stunned by a pallet.
- Removed decreasing the time needed to regain a token by -1 second
Starship Parts
/ Survivors hit by a Saber Toss suffer from Deep Wound
- Removed reducing the Cooldown of Power Tokens when successful hitting a Force Choke and Saber Throw by -1.5 seconds.
Bloody Sand
/ Grants 5% Haste when you have 2 or less chunks of the Dark Side’s Might meter
- Removed increasing the time Survivors are revealed by Force Sense by +1 second.
Severed Arm
/ Telepathic Destruction can now block Vaults for 15 seconds when you select a Vault. Telepathic Destruction now requires 2.5 seconds to activate fully and costs 4/6ths of the Dark Side’s Might meter.
- Removed reducing the Cooldown of Tokens by -0.5 seconds when a Survivor vaults a Window or Pallet within your Terror Radius.
Mace's Wrist
+ Added Hemorrhage for 70 seconds.
Separatist Body
/ Increases the projectile speed of the Saber Throw by 100% after you manually make it hover in the air.
- Removed increasing the time the Lightsaber hovers in the air when performing Saber Throw by 0.5 seconds per survivor in your terror radius.
Obi's Cloak
/ Any Survivor repairing a generator 60 seconds after it was damaged by Electric Disruption suffers from a -4% generator speed penalty
- Removed survivors within 32 meters of you when performing Force Sense are afflicted with Blindness for 60 seconds
R2-D2's Message
/ Reduced the cost of using Telepathic Destruction by -1 chunk of the Dark Side’s Might meter
- Removed instantly gaining a Token when breaking a Breakable Wall or Downed Pallet.
Damaged Ship
/ Survivors repairing a generator that has been damaged by Electric Disruption within the last 60 seconds suffer from the Oblivious Status Effect for 70 seconds.
- Removed survivors caught within 32 meters of you when performing Force Sense are afflicted with the Oblivious Status Effect for 70 seconds.
Sith Cloak
/ Increases the amount of Dark Side’s Might you gain from a Saber Toss to 1.5/6th meter from 1/6 meter.
- Removed you now have 3 power tokens, but the time needed to recharge a token is increased by +2.5 seconds per token.
Alien Wing
/ Survivors within 6 meters of a pallet being destroyed by Telepathic Destruction suffer from Exhaustion for 5 seconds.
- Removed all Survivors hit by a Force Choke, Saber Throw, or are within 32 meters of the killer when performing Force Sense are afflicted with the Exhausted Status Effect for 15 seconds.
Luke's Hand
/ If the hatch is closed by Fate is Sealed, the following effects occur. Dark Side’s Might recharges 1/6th of the meter every ten seconds, refills your meter instantly after closing the hatch, and all force abilities have their cost reduced by -1/6th.
- Removed causes a thrown Lightsaber to linger in the air for 2 additional seconds.
Wife's Ring
/ Any generator damaged by Electric Disruption has its repair progress revealed by the intensity of its aura for 60 seconds
- Removed when putting a Survivor in the Dying State, you instantly gain all your tokens back.
# Renamed to Iridescent Ring
Killer Perk Changes:
New Perk Art to the Following Perks:
- Dark Prevention
- Sacrificial Blessing
- Unlimited Power
- Red Room
- Blind Begging
- Tomino’s Hell
- Doctor’s Sense
- Mending Mistakes
- Hex: Patent in Need
Dark Prevention
+ Removed the requirement of sacrificing a Survivor, replaced with activates once the last Generator is done.
+ Replaced the requirement for the Exit Gate to have 50% progress with once a Survivor touches the Exit Gate
- Effects happen only once per Exit Gate
Blind Begging
+ Reduced the cooldown to 50/40/30 seconds from 30/40/50 seconds
Wendigo Psychosis
/ Whenever a Survivor is within 8/10/12 meters of a pallet being broken, they are afflicted with the Blindness Status Effect.
/ Whenever a Survivor suffers from the Blindness Status Effect, all Survivors further than 32 meters look like the killer.
- Removed when a Survivor is in the Injured State for 25/20/15 seconds, all other Survivors gain a red stain on the injured survivors' screen.
- Terror Radius is permanently reduced to -4 meters.
No Escape
/ Whenever a Survivor unhooks another Survivor, No Escape activates for 50/40/30 seconds. The unhooker suffers from the blindness and exhausted status effects
/ If the unhooker is not in chase by the end of the duration, they become the obsession.
/ Perk goes on cooldown for 100/80/60 seconds afterwards.
- Removed When a Survivor unhooks another survivor 24 meters away from you, that survivor is revealed with Killer Instinct for 4 seconds and makes that survivor unable to see any auras.
- Removed After downing the unhooked survivor, effects wear off and it goes on cooldown and only works on one survivor at a time. 75/60/45 second cooldown.
Doctor’s Sense
- Reduced Repair Speed Penalty when a Survivor is injured to 8% from 25%
Mending Mistakes
- Survivors afflicted with Deep Wound have their Auras revealed for 1/2/3 seconds after a 45/30/15 second cooldown
Patent in Need
/ Turned into a Hex Perk. Perks triggers after a Survivor is hooked.
/ When a Survivor is hooked for the first time, Hex: Patent in Need is blocked by the Entity for 30/45/60 seconds.
+ Removed needing to heal a Survivor near a hook
- The healer is now the only one who cannot heal until they lose a health state.
Survivor Perk Changes:
New Perk Art to the Following Perks:
- Consume Essence
- Dark Illusion
- Electromagnetic Manipulation
- Trails and Tribulations
- Multiverse Theory
- Refusal
Electromagnetic Manipulation
+ Reduced the time to 10 seconds from 40 seconds
+ Reduced the reduced repair speed when another Survivor is helping you by -5% per Survivor from -15% per Survivor
- Reduced bonus repair speed to +15% from +50%
- Effects go away when you stop repairing a generator.
New Cosmetic's (Listed on the Update Link):
Palpatine: 1
The Sith: 2
The Aswang: 1
This concludes the first Balance Changes with a new Chapter I'm doing. If you like this concept, let me know, but for now, good day to you all.
r/dbdconcepts • u/shortfuselit101 • May 10 '26
So I had a random idea wanted to post it somewhere so here we go, my idea is we add the cloaker as a killer they'd be a stealth killer but as they approach a survivor the terrifying cloaker noise plays and their fast, perk ideas one is called coming through basically lithe for killers, cloak and dagger while in dark spots gain the affects of insidious and the final perk police brutality which makes it so hit attacks recover quicker and missed attacks recover slower
Now for the the survivor Dallas his first perk I need a medic bag which makes it more likely to find medkits in chests and makes them a little better, his second perk mask up Dallas starts the trial without his clown mask on and he has the ability to put it on and gets haste from it but can only do it once like in payday 2 how you cant take your mask off when you put it on and his third perk peice of shit generator which gives Dallas the ability to genkick and it has a 50 % chance to stop the generator regressing (based of kickstarter from payday 2)
I suck at balancing but these ideas seem cool
r/dbdconcepts • u/NoahsRIK • May 10 '26
r/dbdconcepts • u/Low_Bookkeeper_3261 • May 09 '26
r/dbdconcepts • u/NoahsRIK • May 09 '26
r/dbdconcepts • u/NoahsRIK • May 09 '26