A non op or ip killer idea
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The Hoarder — Killer Concept (Reframed & Clarified)
Core Design Philosophy
The Hoarder is not about ending chases faster.
He is a territorial control killer who reshapes movement and routing over time by trading personal power for environmental influence.
Every part of his kit locks out another part. Nothing stacks freely. Survivors always retain counterplay.
Killer Overview
Speed: 4.6 m/s
Terror Radius: 32 meters
Difficulty: Intermediate
Theme: Improvised violence, cluttered spaces, and territorial obsession
The Hoarder thrives in confined spaces but is deliberately disadvantaged in mobility and traversal. Survivors are faster at navigating clutter; the Hoarder is better at rearranging it.
Weapons
Rusty Bathroom Pipe (Primary Weapon)
A heavy, improvised melee weapon emphasizing commitment and fatigue.
Primary Attack —
Crushing Weight
Design Intent: High risk, high commitment pressure tool.
This is not a chase-skipper.
- Hold the Attack button to wind up a heavy swing.
- Upon release, the Hoarder lunges forward, swinging the pipe in a wide arc.
- Missing or striking terrain causes a prolonged fatigue state.
- Strong visual and audio telegraphing (screen shake, grunts, slow recovery).
This attack is meant to punish positioning mistakes, not guarantee hits.
Special Power —
Junk Management
The Hoarder interacts with clutter in ways Survivors cannot — but loses mobility in exchange.
Junk Stacks (Environmental Objects)
Junk Stacks appear naturally across the map, especially in The Crowded House, but are not exclusive to it.
Survivor Interaction
- Survivors can squeeze through Junk Stacks naturally.
- Survivors can perform Clear Path to remove a stack.
- Clear Path is faster than opening a chest.
- Survivors may also choose to path around the stack, similar to pallet routing.
Killer Interaction
- The Hoarder cannot squeeze through Junk Stacks.
- He may Topple a stack:
- Clearing his own path
- Or blocking a Survivor’s route temporarily
- Clearing his own path
Design Note:
Junk Stacks function as reverse pallets.
Instead of Survivors dropping obstacles on the Killer, the Killer reshapes clutter and Survivors adapt.
Nothing is permanent. Nothing is instant.
Special Attack —
Junk Volley (Bottles)
Design Intent: Area control and tempo disruption, not raw damage.
- The Hoarder throws scavenged bottles.
- He alternates automatically between two types:
Brittle Glass
- Shatters on impact.
- Applies Hemorrhage.
- Used to pressure healing and force repositioning.
Sticky Residue
- Creates a syrupy puddle.
- Slows Survivor movement within the area.
- Used to control loops and deny routes.
Important:
Bottles are utility tools. They do not replace chase fundamentals.
Alternate Ability —
Glass-Shards Mod
This ability is a hard commitment trade-off.
Activation
- Hold the Active Ability button to smash the current bottle onto the pipe.
Effects
- Ranged bottle throws are disabled for the duration.
- The pipe gains:
- Slightly increased range
- Deep Wound on hit
- Slightly increased range
- Duration is limited.
Design Intent
This is a stance switch, not a power spike.
You choose:
- Zoning and control (bottles), OR
- Close-range threat (shards)
You cannot have both.
Add-ons & Visual Feedback
- Add-ons enhance one aspect of the kit while reinforcing trade-offs.
- Vein glow, shard effects, and sack animations clearly telegraph state changes.
- Survivors always know what mode the Hoarder is in.
The Map —
The Crowded House
A claustrophobic environment designed to showcase path negotiation.
- Narrow hallways partially blocked by clutter.
- Survivors maintain traversal advantage through tight spaces.
- The Hoarder must decide whether to:
- Clear clutter
- Block routes
- Or reposition entirely
- Clear clutter
Exit Area — The Pool
- Stagnant water slows all players.
- Floating debris reinforces theme and final chase tension.
Survivors
Chrissy Smith —
The Concerned Wife
Focus: Altruism, awareness, and preparation.
Perks emphasize:
- Clearing junk efficiently
- Reading environmental changes
- Anticipating the Hoarder’s setups
Larry Morris —
The Feuding Neighbor
Focus: Risk, spite, and disruption.
Perks reward:
- Staying near danger
- Sabotaging the Hoarder’s control
- Turning his territory against him
Key Clarification (Why This Is Different)
- The Hoarder does not remove loops — he reshapes them temporarily.
- Survivors always have:
- Faster movement through clutter
- Clear Path options
- Route alternatives
- Faster movement through clutter
- Every killer action costs:
- Time
- Mobility
- Or ranged pressure
- Time
This is territorial pressure, not oppression.
PERKS — REFRAMED & CLARIFIED
🟥 KILLER PERKS
Tight Corners
“It’s not your fault everyone else gets lost.”
Design Intent: Anti-abuse, not anti-loop.
- If a Survivor vaults the same pallet more than twice within 20 seconds while inside the Killer’s Terror Radius, they suffer a brief Movement Speed reduction for 8 seconds.
- Does not trigger on different pallets.
- Encourages route changes instead of repetitive vault spam.
Why it’s fair:
This perk does not punish normal looping — only excessive repetition in one location.
Kleptomaniac
“You really can’t keep your hands off, can you?”
Design Intent: Flavorful reward, not gameplay snowballing.
- When the Killer moris a Survivor, 15% of that Survivor’s final Bloodpoints are added to the Killer’s total.
- No effect during the match itself.
Why it’s fair:
This perk has zero gameplay impact — it’s purely thematic progression flavor.
🟦 SURVIVOR PERKS
Holding Value
“It’ll be worth something eventually.”
Design Intent: Reward survival, not stalling.
- The longer the trial lasts, the more Bloodpoints you earn.
- No effect on objectives, speed, or gameplay advantages.
Why it’s fair:
Encourages resilience without promoting hiding or delaying the game.
Tower of Newspapers
“You know you’ve seen this place before.”
Design Intent: Small information spike, not endgame control.
- When the Hatch opens:
- Survivors see its aura for 5 seconds
- The Killer sees it for 2 seconds
- Survivors see its aura for 5 seconds
Why it’s fair:
Gives Survivors a brief head start, not guaranteed escape.
Rocky’s Remains
“You found what was left of your old dog.”
Design Intent: Risk-reward awareness tool.
- When the Killer performs a Mori:
- The Killer’s aura is revealed for 5 seconds
- Survivors within 32 meters gain Haste for 5 seconds
- The Killer’s aura is revealed for 5 seconds
Why it’s fair:
Triggers only after a Mori — a rare, high-commitment moment.
Household Maintenance
(Chrissy Smith)
“You’ve spent years cleaning up after him.”
Design Intent: Counterplay to territorial control.
- Increases Clear Path speed by 30/40/50%
- Successfully clearing junk reveals the Killer’s aura for 6 seconds
Why it’s fair:
Rewards proactive interaction with the Hoarder’s terrain changes.
Early Warning
(Chrissy Smith)
“You know the signs before it happens.”
Design Intent: Telegraph awareness.
- When the Killer performs the Shatter action:
- You hear a unique audio cue
- The Killer’s aura is revealed for 4/5 seconds
- You hear a unique audio cue
Why it’s fair:
Does not cancel the power — it warns, not nullifies.
Intervention
(Chrissy Smith)
“Your presence is meant to calm.”
Design Intent: Group recovery, not chase immunity.
- While within 8 meters of another Survivor:
- Exhausted, Blindness, and Mangled recover 20% faster
- Exhausted, Blindness, and Mangled recover 20% faster
Why it’s fair:
Encourages teamwork but requires proximity and downtime.
Property Line Spite
(Larry Morris)
“You take pleasure in messing with his ‘precious’ belongings.”
Design Intent: High-risk stealth reward.
- After spending 30 seconds in the Killer’s Terror Radius without being chased:
- Your next Fast Vault is silent
- Leaves no scratch marks for 3 seconds
- Your next Fast Vault is silent
Why it’s fair:
Requires deliberate danger exposure to activate.
Neighborhood Watch
(Larry Morris)
“You know every inch of this place.”
Design Intent: Information + clutch disruption.
- While the Killer is carrying a Survivor:
- You see auras of Junk Stacks and Pallets within 32 meters
- You see auras of Junk Stacks and Pallets within 32 meters
- If within 16 meters of the carried Survivor:
- Their Wiggle speed is increased by 10%
- Their Wiggle speed is increased by 10%
- Once per trial, if hiding in a Locker and the Killer is within 4 meters:
- Press the Active Ability button to burst out and Stun the Killer for 3 seconds
- You become the Obsession
- Press the Active Ability button to burst out and Stun the Killer for 3 seconds
Why it’s fair:
Powerful, but:
- One-time use
- Requires extreme proximity
- Forces Obsession risk
Final Perk Philosophy Summary
- Killer perks discourage abuse, not skill
- Survivor perks reward interaction, not avoidance
- Nothing deletes counterplay
- Most power comes from positioning and timing, not raw numbers
.KILLER ADD-ONS — THE HOARDER
Add-On Design Philosophy
The Hoarder’s add-ons do not remove counterplay.
They either:
- Push him further into melee commitment, or
- Improve territorial control, or
- Reward planning over reaction
No add-on is meant to make him good at everything at once.
🟤 COMMON / UNCOMMON ADD-ONS
Calcified Joint
(Uncommon)
A pipe connection fused solid by decades of hard water and neglect.
Effect
- Increases Lunge Recovery speed by 10% after using Crushing Weight.
Design Intent
Reduces downtime after missed heavy swings without increasing damage or range.
Trade-Off
Does not affect bottle usage or environmental control.
Shiny Trinket
(Common)
A small object polished smooth by years of nervous handling.
Effect
- Survivors who drop an item have their location revealed for 6 seconds.
Design Intent
Information reward for survivor mistakes, not chase dominance.
Trade-Off
No effect on movement, damage, or power cooldowns.
🟡 RARE ADD-ONS
Rusted U-Bend
(Rare)
A curved section of pipe that still traps foul-smelling stagnant liquid.
Effect
- Survivors hit by a Bottle Throw suffer from Blindness for 60 seconds.
Design Intent
Soft information denial, encouraging repositioning rather than brute force.
Trade-Off
No slowdown, no damage increase.
Industrial Adhesive
(Rare)
A half-empty tube of thick, pungent glue.
Effect
- Increases Glass-Shards Mod duration by 15 seconds.
- Slightly increases the Shatter animation speed.
Design Intent
Rewards committing to shard mode longer.
Trade-Off
Extends time without access to bottle throws.
🟠 VERY RARE ADD-ONS
Tungsten Plumbing
(Very Rare)
A pipe reinforced with tungsten and embedded with broken glass.
Effect
- 25% increased damage to already-wounded Survivors.
- Gain 30% Haste after two generators are completed.
- Survivors hit suffer Blindness.
- 2% chance to skip the first hook state.
Design Intent
Late-game pressure tool for aggressive playstyles.
Trade-Off
High rarity, RNG element, and no early-game advantage.
⚠️ This add-on is intentionally extreme and would be a prime balance target.
Crate of ’94 Vintage
(Very Rare)
A collection of expensive wine bottles saved for a celebration that never came.
Effect
- Increases Bottle Projectile Speed by 15%.
- Direct hits apply the Mangled status effect.
Design Intent
Improves accuracy and healing pressure without adding lethality.
Trade-Off
No area control improvements.
Inflamed Insulin Pen
(Very Rare)
Empty and discarded, but the residue remains.
Effect
- While in Bloodlust, purple veins visibly glow.
- While Bloodlust is active, Stack Topple speed is increased by 50%.
Design Intent
Rewards sustained chase commitment with faster terrain manipulation.
Trade-Off
Requires Bloodlust — no immediate value.
🔴 ULTRA RARE (IRIDESCENT)
Iridescent Jagged Shard
(Ultra Rare)
A razor-sharp fragment that hums with the Entity’s malice.
Effect
- Shattering a bottle onto the pipe now applies Exposed to all Survivors for 20 seconds.
- Increases Shatter activation time by 1.5 seconds.
Design Intent
High-risk, high-reward commitment tool.
Trade-Off
- Long telegraph
- No ranged attacks during shard mode
- Requires survivors to already be injured or mispositioned to capitalize
Add-On Summary (Why This Isn’t Slop)
- No add-on removes survivor agency
- Strong effects come with lockouts or telegraphs
- Most buffs push the Hoarder into one playstyle, not multiple
- Many effects are informational or positional, not lethal
Comments
honestly this could be a really fun killer. I would rock it. It gives me clown vibes, but not exactly. It’s not like a carbon copy of clown or artist it takes elements from them which I like. I’m imagining in my mind. The house is like a mansion kind of cause if it was a normal house it’d be too small. You could always do some kind of storage unit map that would be cool too. Either way I like this and if they added it, I would 100% buy it that sounds awesome as hell and it would be funny as ######### especially if there was like mice or rodents running on the floor that you could hear chewing on stuff that would be awesome
Bro, a storage unit would be amazing but I feel like there’s not too much to storage units versus a house but no A+ for you for thinking of that. That’s awesome. I know they would never add this. Because they don’t really take suggestions and if they did, it had to be something that would make them money. I don’t think they would want some random person’s killer.
I don’t know man I feel like if they saw they would like some of the things I love the perks I feel like they would sand down some of them a little bit, but kleptomaniac sounds awesome as hell and I feel like that’s something they would like in the game, but I’m not a dev so I don’t know
maybe. Honest to God I think I would be so happy if they did bring this if I found out that my character was in the game I dead ass would be the happiest man. I would buy him and everything that came with him asap and I would encourage all of my friends too as well