Could a killer with the power of walking through walls be balanced?

Let's say the following is base:

  • 115%, 32 meter TR
  • every 15 seconds, can walk through walls/rocks/pallets/loops for five seconds (activating power makes a loud, distinctive noise
  • If you are still partially in the object when the timer runs out, can stay in it until you exit (at which point the power immediately goes on cooldown)
  • Can attack in intangibility mode (but have to be fully exited from the object to do so).
  • 105% speed in intangibility mode.

Comments

  • Pretty sure half the comments will mention nurse. I’m not against the killer power but it’s no fun if you don’t describe what kind of killer would match this power.

  • The slow down seems to make it balanced. Because of that youd still have to break pallets. I like it.

  • That can be Jason's power. Turn into miss, bait a pallet drop, machete to the face.

  • We have a ghost already, so how about an H.G. Wells-ish steampunk Victorian inventor? On his back is the intangibility contraption- brass, beakers with different colored chemicals, whirring gears, etc.

  • Spirit and Nurse merged together.

  • If that were to be a thing, it would make sense more to have that be part of a Wraith rework than a whole new killer.

  • @FreakPrince said:

    Spirit and Nurse merged together.

    Oni is just Myers and Billy mixed together. Could be neat if done right

  • Sounds OP, especially with the "Stay in the object until you leave".


    Just enter an L Or T-wall, then you can presumably walk inside the t-wall and the survivor wouldn't have a chance.

  • Would probably need to either be 110% or have other conditions attached to the power.

    Here are some Killers I've made that use the mechanic of walking through walls:

    @NuclearBurrito said:

    The Mistwalker

    Movement Speed - 4.6 M/S (115%)

    Terror Radius - 32 meters

    Power: Reality Tears -

    You have the ability to place portals to the dark world anywhere on the map, that allow the Killer AND the Survivors to enter and exit the dark world. Placing or removing a portal takes 2 seconds and you may have up to 9 placed portals by default. There is one portal in the center of the map at the start of the trial that cannot be removed. (Note: this is to ensure that Survivors ALWAYS have a way to enter an exit the dark world. More on why in a sec. Also the starting portal doesn't count towards your 9 portals meaning you can have a total of 10 portals).

    The Killer may see the aura of all portals at all times.

    Placing a portal has a distinctive auto que that can be heard by Survivors within 12 meters.

    You may utilize portals any time you are standing on them, even if you are carrying a Survivor. Using the secondary power button. Using a portal is instantaneous.

    Survivors may use a portal by holding M1 and preforming a 3 second channel. When this channel ends the portals aura will turn yellow for the Killer signifying it's use. Survivor portraits will also indicate if a Survivor is in the Dark World or not.

    The Dark world:

    In the Dark World, the walls, windows and generators are simply illusions. They have no collision and may be walked through freely but cannot be interacted with. Pallets do not exist in the dark world. Players in the dark world and players outside of the dark world cannot see each other. Hooks however are fully functional.

    While the Killer is in the Dark World he moves at 5 M/S (125%) and is undetectable. The Killer can still place portals while in the Dark world.

    While a Survivor is in the Dark World they do not leave scratchmarks.

    The Killer starts the trial in the Dark World.

    Perks

    • Binding Chains - Whenever a Survivor stops working on a generator they receive the Hindered status effect, reducing their movement speed by 10% for 2/3/4 seconds
    • Curtain's Call - After the last generator is powered, all Survivor action progress will regress at 1/2/3 charges per second while not being preformed for the remainder of the trial. (ex: Healing, wiggling, exit gate switches ect)
    • Loners Demise - 15 seconds after downing a Survivor, all Survivors working on a generator will scream and gain the Blindness and Oblivious status effect for 45 seconds. Has a 60/45/30 second cooldown.

    Mistwalker walks through walls by entering a realm called the dark world where the walls are illusions. Survivors can also enter the realm and will also be able walk through walls as well while they are there.

    @NuclearBurrito said:

    The Phantom

    Movement Speed: 4.4 (110%)

    Terror Radius: 24 meters

    Height: Small

    Power: Spirit Step - The Phantom can hold the power button to enter the Spirit world, temporarily removing their collision with the environment and granting them undetectable. While in the Spirit world the Phantom is not effected by gravity and will not fall down gaps until they exit. Pressing the power button again will instantly exit the Spirit world.

    The Phantom may be in the Spirit world for a maximum of 40 seconds at a time and has a maximum cooldown of 60 seconds. The power gauge must be at least 25% full in order to activate Spirit Step (10 seconds). Passing through an object in the Spirit world will instantly drain 25% of the power (drained once you exit the object).

    Downing a Survivor will refill the power gauge by 75%

    Notes:

    • The power gauge is mostly like old legions except it's a 40 second duration and 60 second cooldown from empty to full.
    • Nothing listed here has any channel or slowdown associated with it.
    • While in the Spirit world the Phantom is completely capable of passing through walls, vault locations and pallets, however this of course will trigger the drain.
    • Starting from empty the Phantom takes 15 seconds to be able to activate Spirit Step again.
    • There is no audio cue for entering or exiting the Spirit world, however it will be visually distinct to the Survivor which world they are in with the Phantom being shimmery and see through (but still visible) in the Spirit world. Technically the TR disappearing acts as an audio que that she is using Spirit Step during a chase.
    • Attacking will cause the Phantom to exit the Spirit world and grant bonus BP (as well as triggering the relevant addons)
    • If you exit the Spirit world inside an object you will be pushed out of it in whatever direction is the closest playable area.
    • You cannot exit the map with Spirit Step
    • The intent behind this Killer is a Stealth Killer that cannot be looped. Keep that in mind when giving feedback.

    Addons

    (Names pending)

    Brown
    • Downing a Survivor will fully refill the power gauge
    • Moving through objects in Spirit step drains less power usage (-1 second drained)
    • The power gauge recharges faster (-4 seconds to recharge)
    • Increases the maximum power duration (+5 seconds)
    Yellow
    • Moving through objects in Spirit step drains less power usage (-1.5 seconds drained)
    • The power gauge recharges faster (-8 seconds to recharge)
    • Increases the maximum power duration (+10 seconds)
    • Attacking a Survivor during Spirit Step will reveal their aura to you for 5 seconds
    • After downing a Survivor your power will not drain for the next 20 seconds
    Green
    • Moving through objects in Spirit step drains less power usage (-2 seconds drained)
    • The power gauge recharges faster (-12 seconds to recharge)
    • Increases the maximum power duration (+15 seconds)
    • Attacking a Survivor during Spirit Step will reveal their aura to you for 8 seconds
    • Injuring a Survivor will refill the power gauge by 25%
    Purple
    • If you pass through an object at least once in a Spirit walk the undetectable Status will remain for 10 seconds after exiting Spirit Step
    • After injuring a Survivor your power will not drain for the next 15 seconds
    • During Spirit Step you will Move 0.4 M/S faster while inside of an object
    • While Spirit Step is fully charged entering Spirit Step will reveal Survivor auras in a 12 meter radius until you exit
    Red
    • The power gauge does not drain except by passing through objects. Passing through objects drains twice as much.
    • You are much less visible during Spirit Step (wraith style, you have a shimmer)

    Perks

    • Spread the Pain - Each time a Survivor is injured gain a token. When you down a Survivor lose all tokens and for each token you will move 1% faster for 20/30/40 seconds.
    • Agony - While a Survivor is on a hook, generators regress 50/75/100% faster.
    • Spread the word - After a Survivor unhooks another Survivor they will scream the next time they interact with a Generator, Totem, Hook, Chest or Exit gate revealing their location for 4/5/6 seconds.

    This is a more direct attempt at what you are looking for. Not one of my best Killer suggestions, but this is an attempt to balance the concept of walking through walls.

  • Refer to Nurse as an example. Probably could be balanced, but simply having the capability to ignore obstacles alone makes her really hard to make consistent -- she's going to be bad in some peoples' hands and really strong in the hands of somebody that knows how to play her.

    Could it be balanced? Yea, but it would probably be about as easy as balancing something on the end of a needle -- it's difficult to keep something like that from falling to one side or the other.