New Killer Idea - The Shadow
The Shadow
An enigmatic individual that openly embraces the Entity's realm as their new home. Able to quickly navigate the trial, The Shadow, strikes unsuspecting Survivors when they least expect it. The Shadow moves at a value between 110% and 112%.
Power #1: Shadow Sigil
The Shadow starts a trial with maximum of 10 Shadow Sigils able to be placed. When facing a locker, the Shadow can press the Active Ability button and channel for 1.5 seconds to mark that locker with one of his sigils. Survivors can not see this sigil and the locker becomes visible with a yellow aura to the Killer as long as it remains marked.
Placing a new Sigil beyond the 10th, causes the oldest sigil to be removed (similar to Hag traps).
When a Survivor crosses within 5 meters of the front of a marked locker, the sigil activates - creating a notification and swinging open the locker doors and grabbing the Survivor with shadowy tendrils; rooting them in place and revealing their aura to the Shadow (similar to Trapper Traps) Survivors may attempt to struggle free from the grasp with a 20% chance for success, affected by luck, and a guaranteed escape on the 5th attempt. The trap injures the caught Survivor, allowing the Killer to down them with a hit if they catch up to them before they escape or can heal themself. The burned sigil is refunded to the Shadow to be placed somewhere else.
Power #2: Walk the Shadows
The Shadow is as home in the Entity's realm as he was in his own. This bond allows him to utilize the world in unique methods. When facing a locker that has been marked with a Shadow Sigil - the Check Lockers action is replaced with 'Enter Locker', which requires a channel of 2 seconds. Once complete, the Shadow enters the locker and becomes Undetectable (similar to Demogorgon entering portals).
Once inside the locker, the Shadow has 5 seconds to select another Marked locker. Failure to do so, results in the killer being expelled from the locker. Once another locker is selected, the killer travels to that locker and bursts out of it. This travel is instant (like Hag teleporting) and for 3 seconds after teleporting the killer moves at an increased speed (115%)
Teleporting or failing to teleport causes this power to enter a cooldown, lasting 40 seconds.
Perks
#1 - Nowhere to Hide: Whenever you put a Survivor into the dying state, any lockers that are beyond 40 meters of the downed Survivor become blocked by the Entity for 6 / 8 / 10 seconds. (A new method of denying Survivors access to one of their utilities; synergizes well with BBQ&C, forcing them to hide behind a generator if the Survivor is hooked while the lockers are blocked)
#2 - Nowhere to Run: Whenever you pick up a dying Survivor, all other Survivors within 8 meters of an unfinished generator are afflicted with Hindered as long as they remain within that 8 meter range of the generator, or until that generator is repaired. The Hindered status lingers for 3 / 4 / 5 seconds once the Survivor has left the generator's range. (Forces Survivors to leave Generators or risk potentially being slowed if the Shadow comes upon them trying to repair the generator)
#3 - Hex: Darkest Before Daylight: Whenever the last generator is repaired; if there is still a Dull Totem remaining in the Trial, this Hex transfers to it and creates a Hex Totem in its place. While active, Survivors are permanently afflicted with Blindness and Oblivious; and Exit Gate progression regresses at a rate of 1% per second whenever a Survivor is not touching the gate panel. (Powerful end-game capability; punishes Survivors for not doing their second objective during the trial; synergy with Hex: NOED and other end-game perks)
Comments
I could say some other Killers already have powers that are easily avoidable once the Killer is identified though. In my experience though, Survivors love lockers and hugging up next to them during a chase - which could force them into range for the power to snare them.
Nowhere to Hide is meant more for synergizing with BBQ than anything (as much as I hate the aura reading aspect of it, it's never going to be changed) - preventing Survivors from hopping into the nearest locker when they know they are too far away. I wasn't exactly trying to make the perks 'meta-level' on all three counts.
The Hex is only a Hex because I know many Survivor players would complain about a perk that constantly causes Exit Gates to regress when they're forced off them (at that point, I'd just say make Exit Gate regression a baseline feature of the game). The effects were only meant thematically - as some of the perks are designed - by 'darkening' Survivors view and preventing them from seeing any auras on any side. I can see where they're kind of useless late gate.
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If I revised any of the perks, I'd probably go something more along the lines of:
Nowhere to Hide - Keep the locker blocking for synergy, but also add Auras of Survivors that are hidden in lockers are revealed to you. So you can see anyone in lockers at any time.
Nowhere to Run - Hindered is such a difficult status effect that the Devs are terrified to implement too widely; hence why it's on very few poewrs to begin with; but I think it would be an effective way to force Survivors off generators and shake things up having more threats to Survivor speed.
The Hex could be made a permanent Exit Gates regress when not being opened, but I feel that would bring out too many 'this is too oppressive' from the Survivor community - especially if any of the 4 is already dead when the gates are open; or the gates spawn terribly so they are easy to patrol. And - I believe the game needs more post-generator Hexes to trigger until Survivors understand that totems are a secondary objective - keep adding more ways to punish Survivors for not doing bones, in my opinion.