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New Killer: The Rebuked

Chordyceps
Chordyceps Member Posts: 1,716

The Rebuked

Terror Radius: 24 Meters

Speed: 4.4 m/s

Height: Average

Weapon: Hand with Sharpened Nails

Power:

Mystic Calling:

The Rebuked’s possessive and paranoid nature manifested into a scrying power. When The Rebuked activates Mystic Calling, all survivors within her terror radius start to produce a jingling noise that can be heard from 24 meters away by default. While a survivor is walking, this noise can be heard from 28 meters away. While a survivor is running, this sound can be heard from 36 meters away. This effect persists for 8 seconds. Mystic Calling has a cooldown of 35 seconds.


Cling: When within close range of a survivor, The Rebuked can perform a short hop to cling onto a survivor. If this attack lands, The Rebuked clings to the back of the survivor and begins to lash at them. For every 10 seconds The Rebuked stays on a survivor, they are damaged one health state. While clinged to a survivor, The Rebuked can use direction inputs to influence The Survivor’s movement a little bit. While The Rebuked is clinged to a survivor, slow vaulting is disabled for that survivor. The survivor can perform various actions to build up escape charges to shake off The Rebuked. 100 charges are required to shake off The Rebuked, after which the Rebuked is stunned for 4 seconds. Cling has a 5 second cooldown after each attempt.


How to gain escape charges:

Running around: 2 charges per second.

Crouching repeatedly: 8 charges for first crouch, 6 charges for second, 4 for third, etc.

(3 second cooldown required to regain max crouch efficiency)

Fast Vaulting Palette/Window: 18 charges for first vault, 13 for second, 9 for third, etc.

(4 second cooldown required to regain max vault efficiency)

Addons:


Common:

Busted SIM: Slightly increases duration of Mystic Calling

Slightly increases cooldown of Mystic Calling

Stacks


Half-Empty Bottle: Slightly decreases cooldown of Mystic Calling

Stacks

Fake Nails: Slightly increases Cling’s influence on survivor movement

1-Inch Heels: Slightly increases jump range of Cling.


Uncommon:

Miniature Speaker: Moderately increase volume of Mystic Calling

Slightly decreases duration of mystic calling.

Stacks

Strawberry Chapstick: Slightly increases time to regain max crouch and vault efficiency.

Slightly increases charges gained from running around.

2-inch Heels: Moderately increases jump range of Cling.

Slightly increases cooldown of Cling.

Nail File: After escaping from Cling, survivors suffer from Mangled for 60 seconds.


Rare:

Tracking Chip: Moderately increases duration of Mystic Calling.

Miniature Microphone: The jingle volume for standing still becomes as loud as the jingle for walking.

Empty Pill Bottle: Slightly reduces the stun time when a survivor escapes from cling

Moderately increases cooldown of Cling.

Sharpened Nails: Slightly increases charges required to escape from Cling.


Very Rare:

Pollish Remover: Survivors being Clung to suffer from hindered.

Choker: Moderately increases Cling’s influence on survivor movement.

Flip-Phone: The Mystic Calling jingle is always at max volume.


Ultra Rare:

Smart Phone: Mystic Calling affects every survivor regardless of distance.

Moderately increases cooldown of mystic calling.

Iridescent Nail Polish: Landing a Cling automatically damages survivors a health state

Moderately reduces the charges required to escape Cling

Moderately increases Cling cooldown.


Perks:

Hands Off: You are a very possessive person. You become obsessed with one survivor. Every time a survivor heals your obsession one health state, the survivor who healed them has their aura revealed to you for 10 seconds as long as you are 24/16/8 meters away.

“Don’t touch them! Go away!”

Unlocks at Level 30: (Uncommon/Rare/Rare)


Stay With Me: You always keep tabs on people. You become obsessed with one survivor. Once all the generators have been powered, you see your obsession’s aura for 2 seconds every 10/9/8 seconds. The obsession can see your aura for 1 second every 10 seconds. 

“Don’t leave me, stay a little longer”

Unlocks at Level 35: (Rare/Rare/Very Rare)


Keepsake: You keep something to remember your victims by. You become obsessed with one survivor. While your obsession is hooked, survivors that are further than 32 meters from the hook suffer from the exposed status effect. This effect persists for 10/15/20 seconds after entering with 32 meters of the hook.

“They’re mine! They’re mine! Stay away!”

Unlocks at Level 40: (Rare/Very Rare/Very Rare)

Comments

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    110% killer with no mobility? This power better be strong.


    Let's see...

    You have to hit a survivor with your lunge power (I'm assuming it's like Demogorgon's lunge or else it's better to just M1) and stay on them for 10 seconds.

    They have 10 seconds to perform enough actions for 100 charges to escape uninjured and mini-DS the killer.

    Let's break it down by seconds:

    1. Crouch 3 times. 0 + (8 + 6 + 4) = 18.
    2. Run. 18 + 2 = 20.
    3. Run. 20 + 2 = 22.
    4. Run. 22 + 2 = 24.
    5. Crouch 3 times. 24 + 18 = 42.
    6. Run. 42 + 2 = 44.
    7. By now you should have made it to a pallet/window. Fast vault. 44 + 18 = 62.
    8. Fast vault. 62 + 13 = 75.
    9. Fast vault. 75 + 9 = 84.
    10. Crouch 3 times. 84 + 18 = 102 = Free DS with no injury.

    So you're more likely than not to escape for free. Assume the killer does manage to injure you. You still get to DS her almost immediately after. If you have no pallets or windows to vault, you still generate 24 charges every second, meaning it'll take about 17 seconds to stun the killer if you're healthy (which gives you a lot of leeway). So the killer takes 17 seconds to get a hit and then gets DS'd.


    Conclusion: Just M1.


    So it's an M1 killer with 110% speed, decent(?) tracking, and no mobility. This would undoubtedly be the weakest killer in the game. Weaker than old Freddy, even.

    As for the tracking ability, it isn't interactive or fun for the survivor. Do they even know that they're being tracked? I know it's weird to say something like that for such a weak killer but devs care about how fun it is to play against a killer in addition to playing as the killer.

    Interesting concept for a killer, but definitely needs a rework.


    Now, perks:

    Hands Off: I'm okay with this one. Decent perk for decent information, though might be outclassed by other perks.

    Stay With Me: Would be a neat perk, except Rancor exists.

    Keepsake: Idk about being able to use this with BBQ. And 20 second linger is a bit weird, it should only take them 10 seconds to unhook. Instadowns for pretty much free is a bit too strong, I think. Especially with Nemesis being able to control who your obsession is.

  • Chordyceps
    Chordyceps Member Posts: 1,716

    I gotta admit, I was really hoping someone wouldn't try to break down that math. The escape charges were by far the hardest part of fleshing out this killer, and in the end I still wasn't totally satisfied with the time to escape. Had to just say "yep, that seems ok" at some point or I would have been working on it forever.

    As for if the survivors are aware they're being tracked, I'd say yes they are, they can hear the jingle they're emitting.

    You do have a point with Keepsake, those times could stand to be lowered. I figured making it an obsession perk would help balance out the perk, and I kinda also find the idea of perks that work while someone is on a hook fascinating.

    This was a bit of a difficult killer to design, as I was working off a prompt someone gave me. They suggested some kinda crazy ex-gf killer, so I wanted to create some sort of stalker/clingy type character, but I wanted to avoid a myers-type ability at all costs.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    Yeah, it's hard to make a character that fits that archetype without focusing too much on the 1v1 rather than the 1v4.

    The way the power is currently designed, I think it'll always just feel like a weaker version of Deathslinger's power, which also suffers from similar issues, though not as pronounced.

    There's a lot to consider when designing a killer. How fun is it to play as in the 1v1? Against the 1v1? What about the 1v4? With 110% killers, does the power justify the speed decrease? It can be difficult to remember all of these things.