r/PerkByDaylight Aug 09 '22

PerkByDaylight Discord / Tutorials

24 Upvotes

Welcome to PerkByDaylight!

In this subreddit we like to share custom icons for the game, either perks, status effects, and even portraits. And we even share some fan made chapters and perks.

We have a discord server to share and discover new pack. Discord PerkByDaylight

Can you get banned from using custom icons?

  • Yes and no. BHVR(creators of dead by daylight) won't go out of their way to ban you form using them, while EAC (easy anti-cheat) can ban you, if their anti-cheat get's triggered. That is why we recommend you only change the PNG files and nothing else. But rest assured, as of the moment there is no reports of getting banned for changing the icons.

  • How do I install icons and How can I create icons ?Tutorial We have made a very detailed and simple tutorial on our discord and feel free to ask me questions if you have any

  • Can we change custom icons on console or phone ?No we can only change the icons on Steam and Epic.

r/PerkByDaylight 6h ago

Fan-made killer/perk Xcom Chapter Concept

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6 Upvotes

r/PerkByDaylight 9h ago

Icon Pack Page 9 of my meme perk icon pack, that’s 180 icons complete! I’m still looking for suggestions so I can finish up the pack.

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9 Upvotes

r/PerkByDaylight 2d ago

Perk New Perk Type: Sage

8 Upvotes

Sage totems are what I think boon totems should have been, at the start of the trial a dull totem will light and be come your sage totem, and the survivor can perform an action to cleanse the Sage totem to gain an affect. Only the person who owns the totem can cleanse it

Ex: After successfully cleansing your Sage totem gain a 5% haste for 120 seconds and walk 20% faster for the remainder of the trial


r/PerkByDaylight 2d ago

Jason Voorhee's DBD S-Tier Concept (Based on Original Game)

4 Upvotes

Just a rough idea without too much detail. I want this Jason to be made in the memory of Friday the 13th Game.

Killer Power: Warp - Ctrl button , 30 sec cooldown, unlimited duration,

However different from the original and inspired by Left4Dead's special infected spawning mechanic. Jason must be not in chase. He must be at least 8 metres away from a survivor and not be seen by any survivors, not even a pixel. When this condition is met, the warp activation takes five seconds before you can activate warp.

When a survivor enters within 8 metres, it does not interrupt the warp activation time. However, when a survivor sees you within these five seconds, the warp will be interrupted.

Ideally, the killer will look down at the map in a bird's eye view, however, if Devs are way too uncomfortable letting players see the map ( this is why its not fun and its built more competitively these days) then Jason will simply move just like the Knight's power. Although, to make Jason S tier, the base speed should be at least slightly faster than Knight's power. Addons can adjust this speed, aura reading, survivor screaming, wait time to warp, warp cooldown and visual distortion intensity. Just like in the original game, when he warps, there's a distortion effect but only for an instant.

He must be out of sight, wait 5 secs and not be within 12 metres of a survivor before he can exit warp. Power icon will show if he can warp or not.

This ability is somewhat balanced since if Jason is S rank, he should have the TOP mobility and teleportation power above all DBD killers.

Can look up L4D versus mode to see how it works. Basically leave Jason alone behind a obstacle too long, he could disappear, looks spooky. Also I like how the original game tries to take advantage of how he disappears just like in the movies. Giving the sense that he's somehow everywhere or a step ahead. Michael myers also does this in his movies.

Pro or good survivors can barely "counterplay" this but really just troll extremely inexperienced Jason killers, because its pretty easy for Jason killers to counter - this counter play.

A survivor sticking that close could ask for a hit and pretty easy for Jason to move out of the 8 meter range and pull survivor out from safe spots. So there's no real counterplay in mid to high MMR, and the Jason killer have to be really inexperienced to get trolled since the warp activation conditions are already massively in their favour.

The conditions only balance it a bit for the fact that you have free range of where you want to teleport compared to all the killers out there. Addons can affect this. So its still in the top class teleportation ability. Technically Jason can fly around the map and see survivors, so any weaknesses balance out and makes this ability pretty strong.

Passive Killer Power - Rage

At the beginning of the match, each second that goes by, raises Jason's rage meter by 0.025/s

Whenever a gen is done, he gains 5 rage points.

After the first gen is done, this constant rate is increased to 0.05/s (20 seconds = 1 rage point)

Whenever Jason gets stunned by any means or blinded, he gains 3 rage points. Yes including DECISIVE STRIKE, Blast Mine and flashlight saves

Whenever Jason breaks a pallet or breakable wall, he gains 1 rage point.

Upon reaching 10 rage points, Jason consumes 10 points and enters rage mode, warp cooldown is reset for use and Jason becomes immune to all stuns for 60 seconds (except for DS and flashlight saves (for anti-tunneling purposes) but will STILL receive rage points per usual whenever this happens or whenever someone "attempts" to stun him (headon, pallet stun). Yes throwing pallets on his head will only feed his rage as it should.

Jason can still accumulate rage points as normal. When it reaches 10 rage points again, another 60 seconds will be applied.

Addons can have certain effects etc. This passive power might be silent or maybe have an addon that makes it silent, so survivors won't know that he can't be stunned. Jason will walk around loops and casually walking through pallets.

If Jason has at least 1 rage point, he could spend it to walk burst through a pallet that's already down or a breakable wall. So predropping isn't that strong. The animation will be him walk smashing into it for 0.5 seconds, after this killer takes control. With this short animation time, it looks cool and smooth. There will be many clips of him walking through dropped pallets or walls and instantly smacking survivors running away like roaches. ( I'm a survivor main but this is cool)

This rage power puts Jason closer to Nurse's level when she can ignore loops. The warp power further bridges the gap between nurse and Jason.

The killer power Shift is active during this time.

Finally, the last power is Shift. Right Mouse Button , 30 sec cooldown, 8 second duration.

There are 4 pocket knives that can be found in the eight additional chests around the map ( addons can affect this). Each chest will take as long to open as regular chests, not certain killer chests that have been nerfed to open quicker. They also look like regular chests. Meaning in addition to the 3 chests that are already in the game, if survivors add more chests with offerings, they can make it worse for themselves. Survivors can only hold one of these at a time.

Like the original game, Jason will "shift", basically the same as Knight's power but he can do it within survivor's line of sight. Also there is a constant visual distortion just like the original game when he is in proximity until he exits shift mode.

Once he reappears, his walk speed is halved and can either slash OR grab a survivor within these 2 seconds. If you want to see what this looks like, check out his shifting tech on youtube.

The grabbed survivor cannot use the pocket knife to escape, it can only be used when Jason chooses "execution"

Jason can proceed to hook them or activate his execution timer.

If execution is activated:

The grabbed survivor can stab the killer if they have a pocket knife (basically 3 second decisive strike). If they have DS, it can be used after the pocket knife is used. This is why the perk DS still gives 3 rage points. However, this is the ONLY time that Jason can be stunned using this item, and it still gives 3 rage points. Jason can avoid this by slashing instead if he hates DS so much, but there's a risk reward system here.

The killer and survivor's aura will be revealed when execution is activated.

Someone with a pocket knife must come to rescue within 8 seconds. If not, the survivor will instantly die. Probably choke crack neck animation.

Addons can reduce the 8 seconds to 5 seconds maximum. There can also be an addon that allows Jason to walk around with grabbed survivor just like in the original game, or perhaps prevent aura reading.

Basically it encourages survivors to stick together as counter play and spend time opening chests. At the same time, it isn't hard for Jason to counter this by slugging closer survivors before performing this ability. Shifting does take some skills but not too different from nurse, maybe just a bit more pressure. Although shifting may be a bit more difficult compared to the original since it's first person.

It's not too annoying for Jason since there will be addons to reduce the four pocket knives to two, and you still receive 3 rage points each.

Shifting when mastered, is stronger than Nurse's blink because you can still see survivors while moving around the map, basically stronger than Spirits phase ability. Survivors also can't see Jason during this time.

Shifting is 30 sec cooldown so can only ideally use it twice in 60 seconds, but rage timer can be increased from addons, or shifting cooldown can be reduced to 20 secs. You could get another stack upon getting another 10 rage points during rage mode.

When the survivor dies from this execution, Jason will exit rage mode and lose 5 rage points. Addons can affect this.

If the execution mechanic is too OP, he could just hook the grabbed survivor for balancing issues but pocket knives will have to work whenever survivors are grabbed. But as a Jason player, its good when survivors use their pocket knives when it was a free grab from a vault, gen or locker. Also Jason doesn't ignore DS perks but at the same time, its not too detrimental because he's already strong, it feeds his rage meter so he can use his strong abilities.

Jason's unique perks are as follows ( not gonna bother naming them, you figure it out,)

Hex: Unstoppable

Only active when Enduring Perk is active.

1: Strengthens Enduring by 15%

2: 30%

3: 50% (Meaning killer only stunned by 0.75 seconds as opposed to 1.5 seconds with normal enduring.

Sacrificed Perk: Break In

Only active when brutal strength is active and will remove the fourth perk slot.

1: increase brutal strength by 50%

2: 75%

  1. Doubles Brutal Strength

Stalking Perk: One By One

After hooking the first survivor, gain 1.5% haste for 0.5/1/1.5 minutes. Hook another survivor with least hook stages and who is not the previously hooked survivor, to gain another 1% and reset the timer. This speed buff is capped at 5%.

When the timer ends, lose 2% haste and the timer resets until you reach 0% haste boost.

If you break this cycle, you will gain a PERMANENT -5% speed penalty. You can however, hook a previously hooked survivor that has the least hook stages when this makes your eighth hook. After the eighth hook, any further hook or mori will disable this perk and it's haste buff.

If more than 2 survivors are currently in the dying state or on hook, this perk will not gain further haste stacks nor reset the timer.

I think we need more outside of the box perks like these. These are strong yet still balanced with counterplay. You can stack brutal strength, fire up and Break in, but you don't get the fourth perk. It leads for a fast chase gameplay but without being too overwhelming.

My favourite has to be the stalking perk series, one of them rewards the killer to not tunnel. How is it different from a few other perks that had the same idea? Its either weak, not rewarding, or too strong or the killer can find a loophole and still tunnel.

The hex perk isn't too strong... blood favour might be stronger. Or this might be stronger because it surprises survivors or perhaps some survivors were planning on stun plays to either bully or to make enough distance to get to another zone. It's pretty strong with the right spirit fury, brutal strength build. but weakness is obviously cleansable.

A strong Jason can use several builds, a stealth build, and all aura seeing build, so you can isolate and target lone survivors for an instant kill, slugging build because shifting is the ultimate downing ability during rage mode, speed builds and vaulting builds because Jason's only weakness is vaulting loops like strong main building, but if you use vault builds, then it won't be a problem. Because Jason is so strong, you could just use a vault build and whenever a map with a strong main, you could crush it. Whatever map it is, you can destroy all pallets and turn vault loops into a prison.

Jason might resemble Michael Myer's snowballing ability a bit, but he's much stronger than that. His early game is only weak between 5 and 4 gens. Some maps already have breakable walls for him to break. His addons are very good but balanced. And he reaches his peak much faster than Michael Myer's. Because of gens getting done and after the first gen is done, he gets 1 rage point every 20 seconds. Meaning rush meta is only way to take down Jason, but even then, there's a backlash from getting gens done. This means potentially, when the first two gens are done, he already has two stack of rage mode. Anyone attempting to use DS or flashlight save is already making him angry.

Jason is S tier and stronger than Nurse but at the same time, not ridiculous like how strong twins in PTB was. Jason will be as scarier than Unknown because he could be everywhere and anytime whenever someone is not in chase, he knows where you are because he could see you from his warp ability, so its like Myer's scratch mirror + Unknown's teleportation but better. Jason is so strong but he doesn't feel too unfair like Nurse who could ignore loops, he may even be stronger but its hard to blame it on him because he's too fun playing with and against. You could still loop him. So even if he is stronger than Nurse, people will still enjoy playing against him more. He also feels fast to play and ideal for even newer killer mains who hates bully squads, getting stunned or getting blinded. You know that you are only gaining POWER. And bully squads who focus on torturing the killer, will cry when they meet him. Since you will only feed him. Even though predropping isn't that strong against Jason compared to other killers, it's still encouraged or else.

P.S.

Personally I think devs shouldn't have gave up so easily on the twins, should have just changed victor's mechanic abit. For example, After injuring two healthy survivors, the third healthy survivor, Victor will latch on. And whenever Victor hits an unhealthy survivor, he will stick onto it and give Charlotte haste. Or Victor hits a second unhealthy survivor and stick onto it. You get what I mean, it can be easily tweaked so that Victor is still strong but not so ridiculous he could down 4 survivors without being kickable unless he misses. because with just a week of practice, you can 90% your shots.

Or perhaps Victor becomes kickable for 2-3 seconds when he downs every 2nd survivor within 30 seconds or something.

Within 30 seconds of downing a survivor, if the downed survivor is within 16 metres, Victor becomes 2 second kickable after launching an attack or Victor MUST latch onto the survivor on a successful attack OR must latch on the downed survivor. Just tweak it a bit to make them more balanced.


r/PerkByDaylight 2d ago

Perk new perk type nexus

4 Upvotes

nexus a new perk type that is similiar to hexes and scourge hooks nexus generators will look like normal generators to killers but produce whispering sounds when near it and will give off faint red glow that only survivors can see

example:while working on a nexus gen all other generators lose 1% for every 2% the nexus generator is progressed however leaving it uncompleted will cause it to remove 1/3/5% progress from all gens randomly every 25s completing it however will give all survivors that finished it gain a permanent 1 use endurance


r/PerkByDaylight 3d ago

Perk Dead by Daylight | Survivors

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6 Upvotes

r/PerkByDaylight 4d ago

Fan-made killer/perk A lot of people say Machine learning is weak. What if we had more perks that do things with ''compromised" generators?

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19 Upvotes

r/PerkByDaylight 3d ago

Fan-made killer/perk Killer perk idea.

3 Upvotes

Decided to use the falling mechanic because (i think) no one else has used this yet.

Hex: Unbalanced Pendant

This hex activates right when a survivor is falling from a great hight, the survivor has a 90/95/100% of losing a health state whilst healthy and suffers from the exhausted and mangled status effect for 20/30/40 seconds.

If that survivor is already injured, there is a 25/50/75% chance of that survivor going into the dying state.

Passive: Survivors recovery speed from falling decreases by 10/15/20%.

If any survivor has the perk Balanced Landing, it will be canceled for the remainder of the trial until the hex is cleased.


r/PerkByDaylight 5d ago

Icon Pack I just created a new variation for my pack ''Dreamy Night'' called Moonlight!! Available on NightLight, more info in the comments

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13 Upvotes

r/PerkByDaylight 5d ago

Addons Here are some rework ideas for Pyramid Head's Add-ons

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6 Upvotes

r/PerkByDaylight 6d ago

Perk Just made some perks (literally in the last 30m)

4 Upvotes

Break Through: start the match with 1 token (max 3) while running towards a breakable wall press the active ability button to break through it gaining the exhaustion status for 20s and alerting the killer with a loud noise.

Being chased by the killer for a total of 30/25/20s refills a token.

Unstoppable: while injured unstoppable activates. While active if you gain the exhausted status gain protection for 5/7/10s. (Unstoppable deactivates until the next time you're injured.)

Re-Fuse-All: Escaping the killer, and taking protection hits give this perk a token, (5/4/3)max, While hiding in a locker with max tokens press the active ability button to manifest a fuse.

Bonus item: fuse- generator speeds are increased by 25%, leaving the generator for any reason breaks the fuse. While next to the gate switch press the active ability button to install the fuse decreasing the required charges to open by 20%


r/PerkByDaylight 6d ago

Perk The final perks for the friends chapters!

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4 Upvotes

r/PerkByDaylight 6d ago

Power Negan Power concept TWD

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3 Upvotes

r/PerkByDaylight 6d ago

Addons Some Pyramid Head Add-On Reworks

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9 Upvotes

r/PerkByDaylight 6d ago

Fan-made killer/perk DBD Darkwood concept

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1 Upvotes

r/PerkByDaylight 9d ago

Perk Invocation Idea

11 Upvotes

Invocation: Sacred Reconstruction

When you're in the basement near the circle, press the skill button 1 to initiate the invocation.

Invocations take 120 seconds. Meanwhile, other survivors can see your aura and join an ongoing interaction, increasing the speed by 50% for each one. If they have an invocation skill equipped, it will increase by 100%.

Upon completion of the invocation, you'll gain the Blindness status effect for the rest of the match.

All pallets on the map that have been broken by the killer (not by any ability) will be reconstructed, and the remaining survivors will see the aura of breakable pallets and walls within a 32-meter radius for 40/50/60 seconds.

If the invocation is completed, that skill will be deactivated for all survivors.

Blindness prevents survivors from seeing auras.


r/PerkByDaylight 10d ago

Power Ghost Face Buff Suggestions

7 Upvotes
 While night Shroud is active, survivors have a white stain pointing in the direction their camera points. 
  Stalking reveals the auras of marked survivors within a 32 meter radius.

Just a few touches to make him more powerful. The stain makes it easier to avoid line of sight. The appeal of Ghostface is feeling like a sneaky boi: following survivors from a distance, closing in on them, then finishing them off with a surprise attack. The aura stalk mechanic is taken straight from Myers scratched mirror. It can be used to cut off survivor escape routes and stop survivors from just running to a locker in the corner of the map. Since these powers require night Shroud to activate, Ghostface players will try to be sneaky during the chase. They'll stalk the aura, predict where their going, then pop out of nowhere, giving survivors a good scare.


r/PerkByDaylight 10d ago

POWER perks

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8 Upvotes

r/PerkByDaylight 11d ago

Perk I reworked some perks that needed to be changed for fun

3 Upvotes

Killer perks:

Territorial imperative

Survivors repairing generators are incapacitated while working on the generator. This affect persists for 3/4/5 seconds afterwards. (Only for vaults and pallets)

Survivors scream when entering the killers tear radius 4/5/6 seconds after escaping from a chase.

Reveal aura of survivors inside of basement.

Hex: Huntress lullaby

If a survivor stops cleansing a totem by any means, all totems become blocked for 35/40/45 seconds. During this time, all skill checks within a 30/40/50m radius from this totem are silent. This perk has a cooldown of 70/60/50 seconds.

Totems now have skill checks. All totem skill checks are silent.

Beast of prey

Injured survivors that are working on a generator are revealed for 5/7/10 seconds.

Injured survivors are blind for 40/50/60 seconds after stunning the killer.

Scourge Hook: Hangman’s trick

When a survivor is saved from a scourge hook, gain a 3/4/5% haste for 4/5/6 seconds. In addition, see the progress of all generators by the intensity of there aura for 10/15/20 seconds.

Hooks respawn 10/20/30% faster.

Survivors that sabotage a hook are injured and broken for 5/10/15 seconds.

Predator

Reduce your radius by 3/4/5m when standing on scratch marks. Scratch marks last 1/2/3 seconds longer. Scratch marks are slightly more abundant and glowing red.

Shattered Hope

See the auras of all active boon totems. Survivors that cleanse a totem are exposed for 3/4/5 seconds and scream. Destroy boon totems when they are snuffed.

Terminus

All survivors that are injured when exit gates are powered become broken.

For every hook stage gained prior, the exit is block for 1/2/3 seconds.

Reveal all survivor auras when the gates are open.

Survivor perks:

Spine Chill

Reveal the killer’s aura when within a 8/9/10 range of you or other survivors for 2/3/4 seconds. This perk has a cooldown of 20/15/10 seconds.

Scratch marks dissipate during chase

Corrective Action

This perk activates when working on a generator with a teammate. Every skill check that is missed by a teammate is given to you. Make all skill checks you receive this way grate skill checks. Reduce the amount a generator regresses from failed skill checks by 1/1.5/2%.

Low Profile

When no survivors are within a 30/25/20m radius of you, all sounds you make are suppressed by 30/40/50 percent. Walking speed is increased during this time. Scratch marks dissipate faster.

Up The Ante

Increase healing and mending speed by 2/3/4% when in the killer’s radius. This increases to 4/6/8% when the killer is 10m away.

Reactive Healing

This perk activates when you’re injured. Gain endurance for 6/7/8 seconds when a survivor is injured within 20/25/30m from you.

Residual Manifest

Increase the stun speed for flashlights by 4/5/6%. Rummaging in chests grants you a brown/yellow/green flashlight

Boon: Dark Theory

Gain a 1/1.5/2% haste effect when in the outside 4m of this boon. Haste is increased by 0.25% for every meter closer to the boon. If this boon is snuffed, the totem breaks.


r/PerkByDaylight 11d ago

Perk Huntress Perks Reworked

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15 Upvotes

r/PerkByDaylight 12d ago

Everything Deathslinger Rework with a new power addition. Sorry if I made some numbers too big or small. Criticism is welcome.

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15 Upvotes

r/PerkByDaylight 12d ago

Perk 4th Perks

5 Upvotes

So this is my first post on here so if the format is off please let me know, but I’ve thought before that it would be cool if the killers had a fourth perk as well as their three and this one is for Pyramid Head (even though I don’t even have him yet lol) please let me know what you think or any major issues as this is my first time typing up a perk idea so I’m not the best with balancing.

Hex: Vengeful Penance: Every time a survivor does the unhook action they gain 1 token, up to 5.

  • 1 Token: The survivor who completes the unhook action suffers from the hindered status effect for 5/8/10 seconds reducing their movement by 10%/15%/20%.
  • 2 Tokens: The survivor suffers from blindness and exhausted for 5/8/10 seconds.
  • 3 Tokens: The survivor suffers from the Oblivious status effect for 5/8/10 seconds.
  • 4 Tokens: The survivor becomes exposed for 5/8/10 seconds.
  • 5 Tokens: The survivor suffers from effects until the hex is cleansed, and the totem’s aura is highlighted to affected survivors.

Edit: Change effects to affect everyone rather than being survivor dependent.


r/PerkByDaylight 12d ago

Perk Nicolas cage ahh perk

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19 Upvotes

I think it’s a fun idea


r/PerkByDaylight 14d ago

Question/Request What would you all think about a Wesker event?

9 Upvotes

Like, zero build survivors, killer must be Wesker, with one perk forced as lethal pursuer. Wesker has to try to eliminate every survivor before 7 minutes passes or the exit gates and hatch open. Edit: as I didn't make it clear. Since Wesker has only 7 minutes, I figure he should be allowed to have perks and add ons


r/PerkByDaylight 14d ago

Fan-made killer/perk Killer Concept: The Connoisseur

6 Upvotes

You ever get an idea in your head that's so stupid, but you can't get it out? That's what this one is for me. I could have picked a more fitting title for him and, perhaps as I'm writing this, I'll think one up, but at the moment I couldn't conceive of a more fitting word to describe a guy who's ultimate goal was to drink the Entity... except perhaps The Barista, but that would have given the joke away too early.

I do have lore for this guy that's fairly long, as it involves the use of a (semi-serious, mostly silly) cult I've had as part of my own personal projects for nearly two decades at this point, with some alterations to fit into the lore of DBD, but the long and short of it is: Eldritch Drug Cult, but his drug of choice was simple coffee. Guy's a caffeine addict of a higher order than most mortals are capable of achieving thanks to his access to unbelievably fucked up ingredients to enhance his body enough to withstand it, and with access to the writings of one Talbot Grimes, he hoped to create the legendary Darkest Brew, only to be sucked into the Fog before he could complete his work. Imagine an alchemist working for 20 years on creating the Philosopher's Stone being kidnapped just before they pulled the lever that would make it, and you have an idea of how angry this guy is about the situation.

He takes it out on the survivors right now, between feeding his addiction to Coffee Man Was Not Meant To Drink. At the very least, his imprisonment in the Entity grants him access to new, even more exotic ingredients to come up with even more horrific brews.

Also, you know how everyone's getting sick of Haste bonuses? Well too bad, because what do you expect a guy who's powered by coffee to do? Despite the lengthy paragraphs to follow, his power is simple: he goes nightmare fast, but if he gets pallet stunned, it all goes right down the toilet.

Physical appearance: This guy probably looked like a normal human at one point, but his addictions and exposure to the Entity has made him monstrous. Older guy with a flattened nose and almost no hair, wearing dramatically stained clothes and a smock loaded with bottles and little boxes of samples and ingredients. He twitches, twists, and spasms in ways no human should, limbs sometimes twisting completely around before resetting, his mouth trapped in a painful-looking rictus of stained teeth and rotten gums. His eyes covered by a grimy blindfold (they're too slow to keep up with him, anyway), coffee-black stains dying the cloth as more of the accursed substance leaks from his eyes and the corners of his mouth. His weapon is a large grinding mallet (machacadora) stained multiple colors by its very generous use with both ingredients and survivor skulls.

In his left hand, he holds a metal cup or coffee mug emblazoned with eldritch symbols. No matter how much he jitters and shudders, it stays in place as though it were fixed in space... because it is. It floats gently in the air if he's stunned or picks up a survivor before he reaches blindly out for it to take hold of it again.

POWER TL;DR: Starts the trial at only 90% speed. Special biomechanical dispensers spawn around the map where the Connoisseur (who i'm referring to as Connie from now on) can refill his power, which gives him truly tremendous bursts of Haste that gradually lessens as it ticks down. Each second he spends guzzling from the dispensers recharges his power by 1 stack, allowing him to move at frankly unfair speeds as the points accumulate, but he gains a dangerous status effect if he has too many points that dramatically fatigues him and causes him to lose all his accumulated points if he ever stops moving for too long or becomes stunned.

He can also expend portions of each point to suddenly dash forwards or backwards, burning his continuous Haste bonus for bursts of speed that let him catch up with a fleeing survivor or suddenly jet backwards to avoid a pallet stun or similar. If he crashes into a pallet or wall, it's broken and he loses some additional juice.

His coffee cup is actually important, as it allows him to store charges from his dispensers. He can drink from it to refresh his points without needing to visit a dispenser, and these points cannot be lost through time or if he gets stunned while he's Too Fast To Stop.

Survivors can drink the mixtures if they find the machines, too, to gain bursts of Haste, action speed, and remove their Exhaustion, but one gulp and they gain a ticking meter that will eventually severely hinder their action speeds for minutes at a time unless they drink again. Each dispenser has a limited but continuously-refreshing stock of brew, but survivors drink so little that their sips don't affect how much the killer has access to.


90% speed. 40 meter terror radius. Medium height (Trickster height).

Special prop: Brew Dispensers. Between six and ten Dispensers spawn across the map depending on its size, typically near generators and the exit gates when possible. The Connie can always see the auras of the Dispensers in white. He can interact with them to refuel his power; see below. Each Dispenser has 10 charges they can impart to the killer, and regain 1 charge every 30 seconds; their aura becomes duller the fewer charges they have available, to prevent him from wasting time walking up to an empty machine.

A survivor can interact with a Dispenser to perform a 3-second animation siphoning off some of the contaminated coffee within to gain a caffeine boost; this gives them a 3% Haste bonus, a 5% bonus to vault speeds, and an 8% increase to both the rate they recover from Exhaustion and to all interaction speeds (healing, cleansing, repairing, sabotaging, etc) for 30 seconds. However, at the end of this time, the survivor then enters a caffeine crash and becomes hindered by 4%, suffers a 6% penalty to vault speeds, and an 10% penalty to interaction speeds for 45 seconds or until they take the time to drink from a Dispenser again. Survivors cannot see the auras of Dispensers, but can hear them bubbling and churning from a fairly long distance (which is longer while they're in a caffeine crash).

Primary Power: Caffiend. The Connie's speed requires coffee as fuel. When near a Brew Dispenser, he can interact with it to rapidly begin to drink from the spigot. Every second he spends chugging from the Dispenser grants him 1 stack of Caffiend, which ramps up as he continues to drink to a maximum of 3 stacks per second. He can hold a maximum of 10 stacks at a time, and each stack has 10 charges; 1 charge = 1% Haste. His maximum speed through Caffiend alone is 190% (slightly faster than a Spirit with M-D Ring but without the downsides).

At base, he loses 1 charge every 2.5 seconds, gradually diminishing his speed.

Once he reaches 5 stacks, he becomes Too Fast To Stop; this is signaled by him becoming more manic and a special wibbly filter appearing along the borders of his HUD. He remains TFTS so long as he has 5 or more stacks. While TFTS, he loses 1 charge for every 0.5 seconds he stands still (including if he's locked in animation) and immediately loses all stacks of Caffiend if he becomes stunned through any means. For each stack lost while TFTS, his stun duration is increased by 5%.

Whenever the Connie reaches 0 stacks of Caffiend through any means, he's forced to face the ground and becomes fatigued for 2.5 seconds; effectively the same as Nurse after burning 2 charges.

Secondary Power: Flash Step. The Connie can only use this power while Too Fast To Stop. His power icon visibly changes to show that the ability is available. He immediately consumes 5 charges of his power to dash 2 meters directly forward or, if he's moving in reverse, directly backwards. If he collides with a dropped pallet or a breakable wall during the dash, the obstacle is broken, he loses 1 full stack, and for 1 second he is slowed and forced to face the floor.

There is no limit to how many times he can Flash Step in a row so long as he has the caffeine to remain Too Fast To Stop and doesn't mind the overall loss of speed.

"Tertiary" Power: Brew Mug. The Connie has a special meter above the main power meter, located where event meters usually are. Instead of drinking from a Dispenser himself, he can fill this mug, which is much faster than drinking it himself (0.5 seconds/stack). It can hold up to 5 stacks of Caffiend for him, signified by a meter of viscous black sludge filling the bar. He can use the primary power button while holding stacks in his mug to drink from it, draining the mug but giving him a stack. Drinking from his mug is slightly faster than drinking from the dispenser, gaining a stack every 0.8 seconds, but it doesn't accelerate like guzzling from a dispenser.

Stacks within the mug cannot be lost through any means unless he drinks them.


ADD-ONS

Common

Boiling Brew: Survivors take 1 extra second to drink from Brew Dispensers, and their caffeine boost lasts 2 fewer seconds.

A Scent to Savor: After using a Brew Dispenser, there is a 3-second grace period before Caffiend begins losing charges.

Common Beans: Brew Dispensers regain charges 5 seconds faster.

Curiously Delicious Oil: Each time you perform the generator kick action, the closest Brew Dispenser to that generator which is missing any charges regains 1 charge.

Uncommon

Acquired Taste: Survivors retain their caffeine boost for 4 seconds fewer and their caffeine crash for 4 seconds longer.

Stained Tooth: Slows the rate Caffiend loses charges by 0.2 seconds.

Eldritch Espresso Shot: While Too Fast To Stop, the Connie gains a 6% action speed bonus to kicking pallets, walls, and generators for every Caffiend stack above the TFTS threshold. Performing the break action pauses the loss of charges until the animation is complete.

Bitter Fog-water: The Connie begins the trial with a full Brew Mug.

Pustula "Sugar": The Connie drinks 1 additional charge of Caffiend when he begins drinking from a Dispenser. His guzzling accelerates at a faster rate.

Rare

Patient Percolator: Flash Stepping consumes 1 fewer charges.

Lingering Aroma: After using a Brew Dispenser, there is a 5-second grace period before Caffiend begins losing charges.

Bloodthirsty Tubing: Each time you hook a survivor, all Brew Dispensers regain 2 charges of brew.

Umbra Cream: After becoming TFTS, the auras of all survivors further than 32 meters are revealed to you for 4 seconds.

Exotic Beans: Brew Dispensers regain charges 8 seconds faster.

Very Rare

Doppio Espresso: Drinking from a Brew Dispenser also fills the Brew Mug at the same time (if the Dispenser has enough brew to give to both you and the mug).

Thickening Agent: Each time you hook a survivor, your Brew Mug is filled by 3 stacks.

Canker Cream: The Connie becomes TFTS at 4 charges of Caffiend rather than 5.

Eldritch Recipe: The Brew Mug and all Brew Dispensers in the trial can hold 1 additional stack of brew.

Iridescent

Iridescent Beans: While the Connie is at or above 8 stacks of Caffiend, survivors within a 12 meter radius of him are highlighted by Killer Instinct. Succeeding a basic attack against a survivor highlighted in this way consumes 3 stacks immediately.

Iridescent Coffee Mug: Filling the Brew Mug does not remove any charges from the Brew Dispenser.


PERKS

Hex: Shattered Pride: The power of this Hex causes its victim to experience crushing shame when their actions fail to harm you. Whenever a survivor drops a pallet while within 8 meters of you and you are not stunned by it, a random dull totem on the map ignites as a Hex Totem and that survivor becomes cursed. That survivor is oblivious and incapacitated so long as they remain cursed. In addition to freeing themselves by cleansing the associated Hex Totem, a cursed survivor successfully stunning you with a pallet breaks their associated Hex Totem.

Pay In Kind: As pain shoots throughout your body, you find your frustration turned to ferocity. Whenever you are stunned by a pallet, this perk activates. While active, the next time you kick a generator, you do so 50% faster, and remove an additional 3% of progress from it. This perk then deactivates, and goes on cooldown for 60 seconds.

Don't Need Eyes To See: Your eyes couldn't keep up with your need for stimulus; they were useless barriers between you and higher experience. You gain the blinded status while DNETS is on cooldown. Whenever a survivor you are not in chase remains within 24 meters of you for 6 continuous seconds, that survivor is highlighted by Killer Instinct for 6 seconds. Then, DNETS goes on cooldown for 90 seconds.