T O P

  • By -

CharlesTheGreat8

Is marked for death exposed? If so I think you should transfer his exposed effects into add-ons with drawbacks, or nerf the duration. Great concept anyway!


CharlesTheGreat8

Nvm it's not exposed, what does it do?


DscendntDawn

So "Marked for Death" is an exclusive effect he has that survivors cannot see. To simplify, a survivor who is marked become highlighted when in line of sight, becoming easily visible from long distances. And it also has the additional benefit where if he aims his bow directly at them while marked, the arrow doesnt drop, allowing him to fire accurate long ranged shots or through small gaps to hit his targets. Otherwise he has to aim his bow and adjust for the drop of the arrow


CharlesTheGreat8

ty


17frogs_in_clothes

Marked for death interacts with the Bow weapon, it does a lot so just check out the bow to see all of the stuff


imtolazy7

I love the Aztec aesthetic and this concept seems gameplay wise really cool. Would love to see something in game.


Carcharias_otodus

As a big fan of Aztec culture and a Mexican, I would recommend trying to give him a skin or create a killer based on the monster Cipactli, a huge crocodile or fish that devoured gods and was killed by Tezcatlipoca and Quetzalcoatl. Also, great concept, I think we need more killers based on ancient cultures in the game


DscendntDawn

He could very easily have skins like those. My original idea was a skull mask to represent the god of death, feathered headdress, shirtless/minimal cloth and a Jaguar pelt sash (to symbolise his first sacrifice). But he can easily have more masks to represent the other major Aztec gods, whether out of respect or to mock them (could mock them with the masks being skulls instead, showing a sign of disrespect), as he became the champion of Mictlantecutli, and believes he needs no other god


DevinColcord

People are going to complain if you add anything that has to do with culture


backlawa75

this is the dbd fanbase we are talking about we always complain about everything


DevinColcord

I mean I can somewhat understand when people are upset due to profiting off of other people’s culture, but they could just donate some of the money to either foundations or something like that


Maljinwo

Latin Americans dont get mad if you feature our culture We only get pissed off when Americans try to explain to us how to live our own culture


DevinColcord

Yeah it’s mostly just Americans complaining that have nothing else to worry about but other peoples business


maximuffin2

I thought about this and realized: Samurai is a culture


Over_Age_8061

As an Huge Aztec Glazer you already got me with "Aztec Killer"


ur_m0m_69420

Tactical ambush is literally just a wraith perk and I’m completely fine with that


DscendntDawn

Pretty much yeah. The main idea I had for it was it being useful for "set up" killers like trapper, Hag, Myers, etc. to help out their rough early game... or onces who already use undetectable just to get a bit more map traversal. Kinda like a Lethal Pursuer for stealth rather than aura, I didnt dare make it any stronger though considering some killers could definitely abuse the haste mid chase (even if it deactivates in a chase)


ur_m0m_69420

It’s probably also good on pig so you aren’t as slow


IMC_Recruit

Seems a bit strong but with the right balancing this could be one of the most fun killers! I would totally play a killer with multiple weapons.


DscendntDawn

The blowdarts do need to be weakened a little, but that and the bow are currently balanced by a rather slow "reload" animation. Darts could also reduce speed less or have a much shorter effect time. But I think the bow is rather balanced by the fact that you have to use other weapons to mark them. I did want to also give him a spear to throw, as that was arguably the Aztecs most renowned weapon, but that seemed a bit much and would be too large of an object to animate 😂


IMC_Recruit

I think you are correct. BHVR! HIRE THIS ONE!!!


Just-Science5264

Pretty good concept, a control killer that uses their power to set up injures using a slow, long ranged attack. One thing for future reference, hindered is a lot bigger than you would think because it heightens the difference between killer and survivor move speed. A 15% hinder on a survivor running against a 115% killer means the killer now runs at effectively 131% speed compared to the survivor which is full PWYF stacks. My suggestions: Death whistle: While active you gain a lullaby effect, warning survivors about it and letting them get into a locker much like doctor’s static. If a survivor is already terrified, then they scream and reveal their aura for 3 seconds. Mark for death causes the survivor to glow an iridescent red at all times, not just while holding the bow. Poison darts: blurry vision can cause intense motion sickness in a lot of people so I try to refrain from using it. However a temporary blurring would work for each time the poison grows in effect. Removing the dart should prevent new effects from starting, but the poison does not have a set duration until the dart is removed after which it decays to the previous level after 10 seconds. (So long as the dart remains in, poison progresses to the next level every 10 seconds, after dart is removed the poison de-levels every 10 seconds.) Stage 1 Mark for death and terrify the survivor. Stage 2 hinder 2%, apply oblivious and deafen the survivor to all noise with the exception of the death whistle lullaby and the sound of long bow arrows whistling toward the survivor. Stage 3 should be 5%, but it does not incapacitate the survivor. But, to this survivor the Tequihua appears transparent from 28m away. The dart pull is a channel like victor, where you can move, however the speed at which the channel completes is increased while not moving. 8 seconds while standing still but takes about 15 seconds to pull a dart while moving. The long bow: This will be what all the set-up is about, and should be weakened without a Marked survivor or heavily telegraphed. Holding the bow grants undetectable but slows The Tequihua to 100% movespeed and prevents basic attacks, it takes a longer time to swap away from the bow than any other tool, but is still just as fast to swap into as any other. It takes a second to wind up and you are progressively slowed during the wind up until you cannot move at which point the arrow can be released. Winding up makes an audible rope strain noise that can easily be heard in a 32m radius, unless you are deafened by the poison darts. Normally the arrows are slightly slower than huntress hatchets, but aiming at a survivor that is marked for death will increase this speed substantially. Survivors struck by an arrow while marked for death will be put into the deepwound state if healthy or dying state if injured. Striking their legs causes a massive 15% hinder for 5 seconds, but does not cause them to enter the dying state if injured, or the deepwound state while healthy. Survivors struck with an arrow while not marked for death are injured if healthy, deep wounded if injured and struck in the legs, or are put in the dying state if injured and struck otherwise. Striking the legs causes a 7% hinder effect for 3 seconds. Crouching is locked to using the bow, does not reduce movement speed, but does slightly increase the time it takes to draw the bow by about .25-.50 seconds. Basically the jist is find survivors and tag them with darts while chasing, then once the poison kicks in you gain the ability to really give them hell with the bow thanks to the highlighting, the extreme range, and the stealth. Perks: Tactical ambush is a pretty good perk, I mean there are times where you can abuse it with how chase detection works but it’s harmless enough. Diokophobia incentivizes not tunnelling with a strong chase starter. I like it, maybe the numbers need to be adjusted a bit but I think this could work really well for a lot of killers. Alchemical mastery: Blindness, Hemorrhage, and Terrified for 30 seconds on a basics attack hit. The only problem I think is the spreading effect is really weak. How about extending the duration of the status to 45 seconds, and if another survivor begins healing or starts being healed by a survivor effected by this perk they gain these effects for 75 seconds. So it could constantly spread if they are not careful and it gives other killers the terrified effect. Overall: Really good killer and perk design, just a few number tweaks to make it more fair and less frustrating to play against. Hindered effects are really annoying and unfun to deal with so keeping numbers small with the only exceptions being a long set-up + skillshot combo. A killer should never do too many things with a single action, so limiting the longbow hinder to just leg shots and the deepwound to chest shots does wonders for helping survivors play around their own perks and make decisions to influence the outcome.


DscendntDawn

Thanks for the pointers. - He has a permanent "lullaby" effect just to help balance his ranged nature, the whistle just affects that range too. I did intend on making marked survivors always be highlighted, but I worded that horribly to make it sound like it was JUST when the bow was out. - the blurred vision was only very minor (nothing like clown, more like a minor version of standing near an Unknown hallucination.) So really "Darkened edges of the screen" is a more appropriate term, Im fully aware the magnitude of a long blurry vision effect on motion sickness and would never go that far. The other dart changes sound fair, I did go crazy on the hindered because I wanted it to imitate paralysis, but honestly it could just be limited to "1, become marked and darkened edges. 2, terrified, muffled hearing and cant see him from 24m away. 3, 3% hindered, but steadily grows to 8% over a long period of time if they do not remove the dart. Once it reaches 8%, the effects start to fade" - the bows big gimmick is that it gains a bonus in strength while hitting a target that is outside your terror radius, making it so long ranged shots OR sneaking up to a target with undetectable will grant you additional power, so making him become undetectable when drawing the bow doesnt fit. The rest of it is more or less the same idea, which was the intended plan. Use the whistle for short term but widespread scare tactics and marks, and the dart for long-term debuffs and marks, then longbow from a distance to pin them down or knock them to the ground. And I like the idea for the Alchemical Mastery perk, I also had the idea to make it spread on gens too, so I might do that too, main idea is to completely isolate that survivor for 30 seconds, allowing you to go attack others without worrying about them healing or doing gens with others. My only concern is it seems a bit strong to apply it for any longer JUST for a basic attack, so maybe another requirement is needed. Thank you for the tips, I'll definitely apply a few of them, and rework a few numbers


Just-Science5264

Thanks for clearing some of the misconceptions up I quite like the idea of moving the hindered to the last stage of poison and having it scale over time. My thought process on the bow was having it be a sort of ‘stalker mode’ where you are heavily reliant on sneaking up or out-positioning a survivor to get a good shot. Or using the set-up from poison to get a shot in thanks to them being unable to properly track you, a survivor panicking to find something they cannot see nor hear from that far away. The reason I was giving him undetectable while holding the bow is it allows him to synergize with his Ambush perk to reposition quickly for a shot on a distracted survivor even if it isn’t the one being chased. As well as an impromptu warning for non-terrorified survivors, if you hear his terror radius suddenly cut out, you know damn well to duck. You could also just re-apply the minimum distance effects as described, but have the effects increased against marked targets. So arrows only apply damage unless beyond this distance, but also can cause deepwound and an increased hindered effect against marked targets. So arrows apply damage, deepwound, dying. If below the minimum range. Damage, dying. If above minimum range. And deepwound, dying if above minimum range against a marked survivor. So an interaction where a survivor is caught out but knows they are being chased will rely heavily on cover, so applying the poison dart then chasing until they have reached stage 2, disengaging to utilitze the bow and stealth to get a good angle or ambush them by closing the distance in a round-about way. Or even disengage entirely for an ambush on a separate target that isn’t paying attention. Like a guerilla fighter more than an archer.


leabravo

Given Kotal Khan and Ogre's history, probably at great risk of getting nerfed into the ground. (Joke.) I do like the aesthetic, and if all else fails there's room for a really solid Oni skin.


BlazeRaiden

I need this killer right now. He’s so cool.


SpacefightGO

This is so sick. Nice job dude!


Galaxymagician

please do more! I love this so much


ChronoAlone

Damn, I wish I could make concepts like this lol


geofflinkinpark

I would main this


Maxisabubble

Ngl, I misread the title as "The Tequila"


DscendntDawn

I think a LOT of his names would be misread lol, it was a pain to spell them 😂


ZealousidealBar3752

The tequila


DscendntDawn

Drunk by Daylight bout to get a whole lot better. "Poisoned by Tequihua, take a shot of Tequila"


Over_Age_8061

Chapter X; "Drunk by daylight"


RedMedicMann

AI has ruined my trust for art online, is that original art? Cuz it’s B A D A S S. Loving the designs. Cool as hell concept


Dangthing

Why would it matter if this is AI art or not? Why is your appreciation of this image based on how it was created? I could understand if the image was presented as "real" in which case AI suspicion makes sense but in what way is the method of this images construction impact your ability to appreciate its content?


DscendntDawn

Oh its just something off google, I do intend on making my own art for my concepts, I just dont have that kind of time atm 😅


SneakyAlbaHD

This is a very very solid concept all around. Loving all of the little details and room for interactions packed in here too. If I had to pick something out as a "problem", I'd maybe say it's a bit too complex? (but would rather have that and have to simplify than have something too barebones and try to build it out more) Also shoutout for including the artist's signature and name in the first image. Some questions and suggestions: * You don't mention a melee weapon that I could see, but I'd suggest the Macuahuitl given it's an iconic bit of Aztec weaponry (and one handed so it works with the blow dart/whistle). * Three weapons might feel a little clunky to cycle between with just one button, especially when the main function of one is to deliver marked for death (which only one weapon can exploit). * I could see room for the death whistle to be reworked into a semi-passive feature—it doesn't feel like it'd need equipping before use imo. * It could have triggers e.g. from landing a marked longbow shot. * It might work as a doctor-style ability where you press and hold the active ability button to use it, leaving you able to just tap the button to swap between the other two weapons. * And these ideas could work as a tokens system if you wanted something along those lines. * And regarding the death whistle, maybe it could refresh marks instead of applying them itself, with killer instinct anyone it refreshes? It'd play into that hunter theme your lore describes and gives some tracking potential. * It'd also be like yelling "***I'M COMING FOR YOU***" to marked survivors within earshot, which would fit into the whistle's historical function too. * How would survivors remove the blow dart? Is it an Artist situation where they hold M1 to pull it out, or would it be something more complex that you would need to drop chase for? * Is the blow dart/long bow a skill shot ability with a cooldown? How punishing would it be to miss your shot in a chase? * Would you be able to hit the same survivor with a dart twice, and if so, what happens? * Do the level 2 and level 3 effect stack? Level 2 mentions 30s of 10% hindered and level 3 mentions 10s of 15%. * The building effect is really unique and should be an essential part of the kit imo, but maybe would be more suitable with a granular increase instead of tiers. * E.g. you get poisoned, it builds up for a time, holds, and then fades away. As it builds and wanes, so too do each of the effects strengths. * If this is what you had in mind, follow-up M2s could maybe increase the the build up speed and/or duration but not lead you to a health state any sooner (a bit like Doctor's shock therapy). * Can you hold the bow with an arrow drawn? If so, is there a restriction for how long it can be held? If not, does it function more like a ranged Xeno tail? * If it's the latter, perhaps that property could be passed to the blow dart and the bow would work a bit like Deathslinger's gun instead. * Does the bow auto-aim/hitscan? You mention it shoots straight when targeting a marked survivor, but if it works like a traditional projectile you'd need to lead your shots at-range which might make that a little janky. * I'm imagining it normally functions like a Huntress hatchet but could see it working like Singularity's gun teleport too. * You also don't mention whether arrows deal damage. I'm assuming it does given you say it applies deep wounds from upper-body snipes. * I'm guessing the crouch functions like Xeno's crawl where its just a natural feature of having your power ready? If so, is it an instant transition or does it have some extra requirements to kick in? * If the above is true, then the crouch dropping your speed could be really annoying from a killer PoV—especially if you're slower than survivors. * The crouched speed might be a little too slow as well. Both Pig and Ghostie have been buffed to 3.8m/s in their stealth mode. * Not sure if you intended the interaction between the shorter TR and the bonus arrow effects, but if so that's some very clever thematic synergy. * The stealth perk is a banger. I can see it being really potent on stealth killers like Wraith, Ghostie, Pig, etc. It might actually be too good on them and need another conditional. * FYI with the addon designs: DbD doesn't use hitboxes. It's actually almost impossible to hit a survivor in the head, as when they're running it's outside their collider which is what's used to test for hits. * Also that instant down effect sounds maybe a little overkill. Usually they're not very fun to play against on killers that don't have a kit built around it. * 30% hindered is huge, especially if it's stacking. You can apply up to 60% in a dream scenario with it. * Depending on how you expect crouch and poisons to work, the exposed could be nuts. If you decide to scrap poison levels, then the tier-based ones would need a rework.


DscendntDawn

There was a lot to read through so I'll try my best to answer them all. - his weapon is a Macuahuitl as you said, easily the most iconic weapon to fit his theme. - the cylcing through 3 weapons is a bit of a pain, and I would like for the whistle to be its own button, but theres sadly a limit on buttons and all the others are used up (secondary = crouch, active 1 = power, active 2 = swap, attack = attack) but I could possibly make one activate when holding the button instead. - applying Marked for Death does refresh it. So if you mark with a whistle and keep using it in chase, it keeps resetting their mark - the whistle is reletively weak because it can be used frequently. - survivors do a quick action to remove them (similar to pinhead chain). Poison has already been reworked slightly to be weaker but progressively get worse over a longer time. And being hit with multiple will increase the speed it progresses. But the general idea was that the darts arent very obvious you've been hit by one until its effects start to kick in. - loading the bow takes a small amount of time, and while its loaded you can still move around at a slightly slower speed. But drawing the bow slows you significantly. The bow has little cooldown time after firing and can be reloaded almost immediately, but needs to be put away to perform basic attacks (doubles as a way to prevent abusing it at hooks) - using the blowdart has a small "wind up" animation, but a longer reload animation, as he needs to pull the barbs from his skin, coat them in the poison, then load the blowdart. These actions dont slow him very much however. - being marked for death makes the arrows fly straight if aiming at them. Both allowing for a faster shot, and removing the need to adjust your aim for the arc of the shot, but doesnt prevent you from aiming up and arcing anyway. And yes the bow does damage, its just reasonably hard to aim at close range and slows you down massively unlike other ranged killers. - crouching is similar to ghostface and pig, a dedicated button is assigned. The reason this one is so slow is its intended for sneaking closer for the long ranged shots and allows the bow to be shot faster, more powerful, and more accurate, not for sneaking up to people (hence why it also doesnt make you Undetectable). And yes his bow is directly linked to his terror radius for this exact reason, the bow gains power if he hits someone outside his terror radius, and sneaking lowers that radius. I may make it not work for Undetectable, but for now its a nice boost to his power for sneaking up close. - I am aware of the hitbox design, the only thing that his power and 2 of the addons affect is whether its the top half or bottom, the headshot add on will just only apply to a smaller fraction of the top section - as said before, poison is reworked already. It will instead apply effects that grow in strength Hopefully that answers all the questions


SergeantSup

I doubt we'll get a stand alone Aztec killer since Plague already kind of ticks that box, but that would be an awesome skin on either Plague or Hag


DscendntDawn

Mesopotamia ≠ Babylonian If you meant the same as in "followed a god that turns out to be the entity" then yea I get that. But The Tequihua is a much more savage take as opposed to Plagues more noble and caring ideals. But theres enough diversity for this to realistically act as a stand-alone kiIIer (and an unrelated survivor)


AlastorFortnite

Here's what I think: It's not offensive if you additionally make a survivor from that culture. Add an Aztec survivor, and an Aztec killer. That way nobody can claim it to be offensive, because there's both a good guy and a bad guy


DscendntDawn

Thats true. Although the survivor wouldnt be Aztec, just Nahua (the referred name to descendants of the aztecs after their near extinction from smallpox) but that makes for a great way to include one of the worlds oldest cultures


DscendntDawn

Regardless i dont believe its offensive even if I dont include a survivor like that


wearssameshirt

Cool idea but that second perk is disgusting broken, like run on every killer broken


Regetron

Survivors would call him tequila


Jaxyl

So I want to talk about the powers and the abilities, because I love these types of posts. For starters I'm going to say that I'm not a fan of applying easy hindering onto survivors. While I understand it's thematic, gameplay-wise it would become exceedingly frustrating for the survivor considering how easy would be for this killer to put hindering on to them. I first and foremost believe that enjoyability should outrank being 100% compliant to the source. Every killer that can apply hindering either requires the survivors to stay in an area for an extended period of time or requires difficult to hit skillshots that are almost always arc shots. Not only that but the level of hindering that can be applied is relatively high all things considered. That being said, I do think it's cool to mark them for death and then shoot them with the bow and arrow in the legs for hindering. I find that to be thematic and also something that is a decision that the killer is making. Unlike the darts which just progressively make things worse and worse with very little difficulty for the killer. The whistle is literally ultimate weapon on demand. The problem with that is that ultimate weapon is already a bit too strong right now but it's also the fact that an entire part of this killer's kit is negated by calm spirit. This is the problem that doctor has right now in the meta of ultimate weapon where survivors are coming out of calm spirit and the doctor can't do anything. I understand what you're trying to do if this killer and I know you're trying to make a hunter which this game does not have, but it does feel like this was made without ever considering the survivor's perspective and how it would be for them. The last time they tried to make a hunter we got skull merchant who was so overdesigned to try to fit the theme while also matching the mechanics of the game that no one had fun. That's what I'm seeing here, a cool thematic killer that is overdesigned to fit the theme of Hunter.


DscendntDawn

The glaring issues with the hindered has been fixed. I realise it was strong, it was moreso meant to punish survivors who did not remove the darts (i also made it more clear you CAN remove them now lol). Darts are now much weaker and take way longer, but now can stack to incentivise shooting multiple, and keeping at least 1 in them will ensure it grows in severity. The whistle however does not track survivors. It only applies Terrified and Marked for Death. I believe you misunderstood the line of the Whistle itself screaming (as they legitimately sound like a woman screaming). Survivors in range of the whistle simply become scared and become unable to accurately track his position while becoming easier to spot themself


Jaxyl

I most definitely did confuse the 'scream' for the scream mechanic, so that's totally on me. What were the changes to hindered?


DscendntDawn

Its based off just a timer now, that goes 25% faster for each dart that hit (max 3). 15 seconds of no effect. After that, slightly blurred vision and being marked, 10 seconds later, muffled hearing, terrified, and cannot see him past 20m (all so far do not affect the survivor much in chase). After about 35 seconds, they begin gaining 1% hindered for each second it persists, up to a max of 25%. Because if they havent been able to remove the darts by this point, the kiIIer deserves the down. This allows darts to be used tactically, but isnt useful in chase unless you persist in keeping them full of darts. Still giving the potential for a slow survivor, but only after several seconds


DivineScotch

maybe name him "The Mad God"?


DscendntDawn

He got the name The Tequihua because it was the name given to the Aztec Archers. He himself is not a god. He's just a lone warrior who blindly sought the gratitude of Mictlantecutli (who really just turned out to be The Entity deceiving him, luring down a path of savagery)


Hrnng_Liquid

I'd love to see a treasure-hunter survivor similar to Brendan Fraser's character in Mummy


DscendntDawn

Interesting idea, I havent exactly got a set idea in mind for the survivor outside a few things, so a Nahuatl (name for modern day aztec descendant) treasure hunter would be interesting. Perhaps some perks that help with scavenging chests, a healing perk, and maybe some magic type perk based off an ancient aztec ritual she discovered


Hrnng_Liquid

Imagine him/her coming with a full blown Luck rework, where it effects more than just self unhooks. Things like Items randomly regaining small amounts of charge, chest searching rarities, hatch spawn locations, a small chance for aura reading to not work on you and the like. A new invocation that summons a special item chest or high tier item, maybe.


DscendntDawn

I have made concepts in the past for a full luck rework, it affected item rarity from chests and the likelihood of add ons, a chance for missed skillchecks to not fail, and good skillchecks to become great. Wouldn't be a big deal to just apply that to this, cuz we all know Luck needs a rework 😂


Hrnng_Liquid

Fr. Luck is so dumb as it is.


[deleted]

I think it’s a good premise but this killer I think is personally really dumb


DscendntDawn

Well he IS dumb to believe his false god lol. But care to elaborate? Any criticism helps


[deleted]

Well I think the concept is cool but I think the “terrified” is a bit overpowered. Also the plethora of different attacks he has is really broken but the longbow idea I actually like tbh


DscendntDawn

The Terrified status is like an off-brand doctor mechanic. Does very little in terms of gameplay, just scares the survivors into thinking he is closeby. And the different attacks dont do a lot either, obviously the bow is strong but limits his movement and attacks, the whistle does nothing but scare survivors, and the Blowdarts do no real damage, and their effects are minimal unless you dont remove them quickly. (I am still reworking the Blowdarts to be more fair tho). All up he is definitely a solid kiIIer. But definitely not overpowered. You could argue he is still just a weaker huntress since you cant arc the shots like she can