A Killer Idea

I don't really have a background for them, but I have this weird idea for a Killer that won't leave my head until I write about it.


Passive Ability: Edge Of Awareness

This Killer is not of reality, and they rail against the walls of reality to get in and kill. They are the shadow at the edge of your vision. They are the person you thought you saw until you look again. And they crave suffering and fear.

If no Survivor is within the Terror Radius, this Killer is invisible. The closer the Killer is to a Survivor/Survivors, the more visible he becomes, up too 100% visibility at 10m away. (Note: If 1 Survivor is at the very edge of his TR, he's 1% visible. If 4 survivors are at the edge of his TR, he's 4% visible. Scaling up until he's either at 100% visibility, or 10m or less away from a Survivor(s))

When the Killer hits a Survivor, he revels in the suffering and loses connection to reality and he goes invisible for 4 seconds (Note: This assumes the blood-wiping animation is 1 second long. The goal is to give him 3 seconds of usable invisibility to play mind games, even if people are in his Terror Radius). If he attacks again, he loses this invisibility. If a Survivor is marked by his power (see below), they can see through this invisibility.

If the Killer swings his weapon/opens a locker/kicks a generator he's rendered visible for the animation. He is also visible when carrying a Survivor or near a hooked Survivor, since they are inside his Terror Radius.


Power: Mind's Eye (Note: Only one Survivor can be affected at a time. Affecting a new Survivor means the link to the old one promptly ends)

Using his need to be seen so he can manifest & kill, this Killer focuses his dark nature towards one Survivor. When the link is formed, they can see the Killer even when outside his Terror Radius. The consequence of having their mind linked with such utter darkness means they lose focus on their tasks:

All sounds the afflicted Survivor makes are easier for the Killer to hear. (Note: This means panting/moaning, healing noises, repairing noises, moving in grass, etc. NOT sounds that cause notifications; fast vaulting, dropping pallets, failing skill checks, etc)

Scratch marks left by the afflicted Survivor remain 1 second longer.

Failed skill checks regress the progress bars by an extra 2% (Note: This means, if a failed healing would take away 12% of a bar, it takes away 14% instead. Not 12% THEN 2%. I could not find the actual numbers for a Failed SC. Only 'Removes some of the bar' so I made up numbers for this example.)

Great skill checks lose half their value. (Note: They are normally +2% to the bar, they would only be +1% for the affected Survivor.)

When the Killer hits the afflicted Survivor, the link between them is broken as the Killer revels in the suffering. It will need to be reapplied.

(Power notes: The point was to try to make the Power useful enough without being OP, but ALSO make the suffering Survivor a pariah without making them useless. I also decided the Power's link should break on a successful hit to: 1) Grant the killer his mind-game invisibility 2) Keep one Survivor player from suffering all match as they are hounded & 3) Encourage the Killer to attack his Marked target. Because, if he does NOT, that target can see through his invisibility.)


Interactions with certain perks:

Insidious: Yes, this renders him invisible from any range, since he loses his TR.

Dark Devotion: Yes, this renders him invisible from any range since he no longer has the TR. Halve the duration from 20 seconds to 10 for balance?

Agitation: Does not matter; only happens when carrying someone, so the Killer is 100% visible anyways

Distressing: With a larger terror radius comes a greater distance from the Survivors before you are at 100% visibility. basically, the bigger your TR from perks, the further away you can be seen at.

Furtive Chase: Conversely; the SMALLER your Terror Radius, the CLOSER you can get before you are at 100% visibility. Though this one only works when you are in a chase.

Monitor & Abuse: See Distressing & Furtive Chase above.

Tinkerer: Works as normal


And that's it. Just an idea I had. I tried to balance it as best as I could, but all numbers can be changed, so don't think this is 100% the way he could be.

Comments


  • @CptPlanet said:

    I like it. The active power sounds a bit underwhelming, but since there is a passive as well I see why.

    Without it actually being a thing and being able to playtest it, it is hard to say, but in the spirit of speculation: the passive of going invisible after you hit someone doesn't seem like it'd help a lot. Usually when you M1 a survivor they use the speed boost they get to run as far away as possible. So all the invisible time would just be used chasing after them to catch up.

    True, though I've seen no few Survivors that try to double back or loop around to Pallets/windows.

    Plus, you can use it to break off a chase and go after someone nearby.

    The point of it is to mindgame the Survivors; are you playing catch up? Or are you going towards that nearby Genny? Or towards the 2 that are healing behind a nearby rock? Etc etc.


    I think allot of it would come down to perks + add-ons and I could not think of any.

  • That passive is absurdly broken. Basically phase walk but you just get it for free. If you want to go invisible randomly in a chase, then it should take more than just a hit.

  • @tovelo said:

    That passive is absurdly broken. Basically phase walk but you just get it for free. If you want to go invisible randomly in a chase, then it should take more than just a hit.

    Yes but also no.

    You don't get a speed boost or anything else. You just go invisible.

  • @Eguzky said:

    https://forum.deadbydaylight.com/en/discussion/comment/548057#Comment_548057

    Yes but also no.

    You don't get a speed boost or anything else. You just go invisible.

    Again, its just too big of an award just because you got a hit.