Lost At Sea Chapter Idea (no images)
The Nautical - Kyle Wayfair
4.6m/s
32m 🎯
Average ↕
Power: Eye Of The Storm
A fierce storm brews, rough weather sweeps across the trial; has a duration of 150 seconds, before entering the Eye of the Storm for 90 seconds. Effects of the storm are: Heavy Rain, Howling Winds, Lightning Flashes and Slightly Darkened Visibility. During the storm, survivors outfits become soaked and glisten. While the survivor is Soaked, remaining still for 5 seconds causes the survivor to gain the Hindered status effect. The effect lasts for 10 seconds after they have begun moving again.
Special Ability: Black Sails
During the storm, press the Power Button, when highlighting a generator, to summon a whirlpool around it. A generator surrounded by a Whirlpool is unable to be repaired. The Whirlpool lasts for 30 seconds.
Special Ability: Run Aground
While in the Eye Of The Storm, experience a 5% decrease to movement speed.
Press the Active Ability button to summon a cannon, from your wrecked ship, using otherworldly abilities.
While a cannon is in play, press the Interact button when next to it to mount the cannon. Firing a cannon ball destroys all breakables in it's path and also damages generators, with an initial 5% regression to progress. Any survivor hit by a cannonball is put into the Dying State. Has 7 cannonballs and despawns when empty. Up to 3 cannons can be placed. Cannon balls only stop when impacting a solid object. Survivors can dismantle cannons.
The Nautical's bio:
17th century Spain boasted tales of the greatest pirate to ever sail the seas. Those stories were all true, but for one detail: the man they spoke of.
Kyle Wayfair was an honest and humble man. Everything he had he earned; and what he had was a thriving tailor business; with a loving wife and a splendid future ahead of him. In the markets all around him he saw people worse off than himself, and up the hill he saw people far better off than everyone else; the richest of the rich, Kyle pitied their sense of happiness.
One day all of that changed, the wealthy came calling to 'offer' him a buy-out. Kyle refused, turning them away. His wife warned him not to say no to men like that. They came back in the night with torches, setting his home ablaze. He was out at the time, only arriving back to an unwelcoming glow and terrifying black smoke. He could barely hear his wifes cries of fear and agony over the falling timber, crumbling brick and exploding inferno. He could have sworn he heard his name being screamed. He tried to save her, god knows he did. But what was he to do against this destruction and malice? He stood there, tears in his eyes and anger in his heart, as the feint voice fell silent and all that remained was the heat and glow of flames. People who told those stories quoted how poetic it was to see the fire reflected in his eyes on the night they saw the death of Kyle Wayfair and saw the birth of the most savage pirate ever to come out of Spanish waters.
It didn't take long to pull together a crew of those who hated the wealthy as much as he did. He met a woman named Rosa Flint, whom had a reputation of being the best craftsman around. He had her make his weapons for his ship, The Sol-Tide. A fiersome array of long range cannons and a unique contraption, capable of sinking an entire fleet. She called it Agua-Fatál. She beamed the widest smile as all their enemies fell below the waves to the crushing depths. Over time, the corrupt and coin ships, from all over, learned to fear the jet black sails of his new pride and joy. The honest men rejoiced at the sense of justice being handed out.
Where she ventured, death came with it, and where death went, gold was to be found. He soon found himself with a loyal and wealthy crew, and himself with insatiable lust for the blood of those who had turned him into the ruthless pirate he had become. He hatched a plan to gather them all at sea. His crew would burn their homes to the ground and chase them into the water. The plan went ahead without a hitch; buildings crumbled, people who fought back were slaughtered where they stood, those who ran fled straight to the shipyard.
When the last ship set sail, the crew returned to the Sol-Tide and began hunting those whom deserved death. Firing the Agua-Fatál, the ships at the rear of the group began swirling around the exterior of the whirlpool, the crew scrambled the guns and began firing desperately at the Sol-Tide. Every cannon that fell short was met with laughter from the Sol-Tide loyals. As the ships sank one by one, they soon gained on the ship leading the escape; at it's head was the man that had, without a doubt, been the one to end his wifes life. Kyle fired upon them, the cannon blistering holes in the ship, filling it with his hatred, mangling it.
The man turned his ship to the cave system at the rock islands, so desperate to escape death. The Sol-Tide followed them in. He fired the Agua-Fatál on the far reach of the cave, trapping them in. Kyle raised his gun above his head, torch in hand, and screamed at them. Words of them recognising their creation, of their doom, of his vengeance.
He climbed aboard the coin ship, raised his pistol at the man and told him to beg for forgiveness. The man asked what for and who he was; the words stunned Kyle, making him doubt if he was right. He glanced to the left and saw his wife standing there, telling him he was wrong and that he should stop. Begging him. A second voice piped up as Kyle lowered his gun, Rosa yelled at Kyle to not believe her, that it wasn't real. Kyle turned to her in a daze and saw the desperate look on her face. He shook his head and turned back to the man he had been chasing. A loud pop reverberated in the cave, Kyle fell to the floor in a heap. Rosa yelled and fired the Agua-Fatál at the coinship before jumping aboard. She rushed to Kyle's side and grabbed him to his feet; a pool of blood staining his shirt at the waist. She handed Kyle her gun and turned him towards the man. He raised it to the man and fired at him, the shot turning his face into a crimson mask as the shot blew him backwards. The rest of his crew rushed to the row boats in a panic as their ship began to splinter and swirl. Rosa hauled Kyle to the edge of the boat and grabbed the rope to swing down to the Sol-Tide's escape boat. Kyle pushed away from her and clutched at his gut, wincing in pain, he smiled at her and thanked her for helping him avenge his wife. He pointed the gun at her and told her to leave and live or die in the cave with him. She blew him a kiss and jumped off the boat, the crew of the Sol-Tide watched as the worlds most ruthless pirate climbed back aboard his ship, firing the cannons at the escaping coin crew. Kyle stood their on his ship as a figure of his wife came to him again. Spoke to him about not being finished with his revenge. Kyle smiled as his wife guided long black legs down to him and stole him away from the wreckage. A fog filling the cave and whispers welcoming him into the darkness.
The Nautical's Perks:
Hex: Wreckage - The vivid image of destruction, ruins and wreckage haunt your memories.
While this totem is active, breaking a pallet will activate the perk. Once active, the next generator you damage will be blocked for 10/15/20
"One mans misery is another mans pleasure, I suppose." - Kyle Wayfair
Cursed Treasure - The price to pay for stealing a dead man's gold is often a deadly one.
The first chest to be fully searched will always grant a Broken Key. At the beginning of a search, the killer recieves a noise notification. After fully searching a chest, the survivor is put into the Injured state. All subsequent searches return to normal, however search speed is reduced by 40/60/80%.
"If there's one rule of the sea you must not break, never touch a dead pirate's property." - Kyle Wayfair
Siren Sickness - There are many mysterious happenings far out at sea, one of which is a sickness of the mind which has fooled many a seafairer to their doom.
After breaking 4/3/2 pallets, the next pallet to be dropped is a Mirage. Mirage pallets can be passed through by a killer as if they weren't there. Mirage pallets can still be used to stun a killer and can be reset by a survivor. The Mirage wears off when the killer breaks any other pallet. Mirage pallets are shown to the killer by a white aura.
"Never trust your eyes if they show to you something too good to be true." - Kyle Wayfair
Survivor's bio - Vanessa Lawler:
A lifelong fan of fairytales, Vanessa was estatic to get a job working at her local amusement park. She manned the water booth, dressed as The Little Mermaid. She would spend all day playing the role, overseeing the childrens merriment.
It was her life outside of the job that she hated. A dad who drank too much for his own good, and a mum who was never around. They all knew she spent her time with lovers, her dad knew this but decided to just drink the truth away rather than man up about it. Vanessa hated them both.
If only her life was like her fairytales, filled with hope and love. She wished and prayed every night for love and happiness, and every day she'd get a sample of it, like a visitor at the zoo, watching all the happy families laughing and smiling. At least she was making their lives happy.
One day, a young man came to her booth. He smiled at her and approached her when nobody was too closeby. He introduced himself as Tom, he wanted her to come for a drink with him later on. She was flattered, her mind wandered to her dad and mum at home, she frowned at the thought, then she smiled and shyly accepted his offer, on the inside she was elated.
The two of them met up and drank through the evening, making small talk and getting to know each other. He admitted he had been working up the courage to ask her out for weeks. She laughed at the thought that she had made him nervous. He took her hand and told her he should be heading home, his mum wasn't too well so he needed to go take care of her. She reluctantly got up with him, realising she'd have to go back to the awful emvironment of her own home.
He gave her a kiss on the cheek and waved goodbye, she hung her head and trudged home. She got home to her parents arguing, turned out her dad had finally got the balls to speak up about her mums numerous affairs. She walked in just as her mum threw her coat on and pushed past her. Vanessa ran after her throwing question after question at her. She didn't reply, she just started up the car and drove off. Her dad went back to the bottle and ignored her the rest of the night.
Vanessa laid awake that night and thought of Tom, how he has a sad home life just like hers, but 'nowhere near as exhausting as a drunkard for a dad and a ######### for a mum.' She cried herself to sleep.
Awaking the next day to birds chirping, her mind wandered to her fairytales 'this is how great days begin.' A smile on her face she headed to work. She waited for Tom to show up all morning but he never did; she wondered if his mum was alright. She decided to go take a break and eat at the diner down the street. She was shocked to see Tom sat their, eating pancakes with her mum. She stood their watching them for minutes, her mums hand reaching over to Toms. Tom recoiled and got up from the table, grabbed his coat and turned to the door. Vanessa hid behind a car and watched on. She watched as her mum pranced over to the next guy sat alone and laughed a pitiful laugh. She decided she'd head back to her booth and eat there.
On her way back, Tom spotted her and called out to her across the parking lot. Vanessa spun around to his call, her mind giddy and happy to know he was an honest man. She took a step towards him and suddenly heard the blaring horn of an oncoming car. Her world went black, a loud ringing noise consumed her mind. She thought she could hear Toms voice calling her name, and feel his hand clutching at hers. Her world went into a blur, the sky spun in circles around her.
A tear fell down her cheek as she saw a darkness loom over her, hearing Toms voice fall far away from her, she began hearing whispers. Whispers that terrified her. Black claws reached down towards her and suddenly a thick fog filled her vision; no longer blurry, and her head no longer spinning, she wondered if she was dead. A campfire in the distance and crows cawing somewhere, all around, told her she probably should wish she was.
Vanessa Lawler's perks:
Happily Ever After - your dreams of getting everything you ever hoped for keep your will strong.
After being healed one health state by a teammate the perk activates.
While active, any hit that would put you in the dying state within the next 40/50/60 seconds will instead afflict you with Deep Wound.
"My Prince Charming will save me..." - Vanessa Lawler
Once Upon A Time - your story is that of determination and desire.
At the beginning of the trial gain a 33% increase in Altruistic actions for 80/100/120 seconds.
"Our stories all have to start somewhere." - Vanessa Lawler
Like Magic - Things have a funny way of working out in your favour.
While Injured, your generator Repair progress is converted to heal progress up to a maximum of 30/40/50%.
"What can I say, it's magic..." - Vanessa Lawler
Map: Rocky Islands - Shipwrecked Cave
Comments
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I like the power, but I have a few questions. So from my understanding, the storm goes for 150 seconds, before transitioning into the Eye of the Storm automatically for 90 seconds? I'm basing my questions off of that understanding.
Eye of the Storm: Is the storm something you activate, or is it at the start of the trial? Is it one-time, or can you use it multiple times? If you can use it multiple times, are you able to cancel and restart it? How much is the survivor hindered by the rain?
Black Sails: Is there a cooldown on this? I'm assuming you can't just spam this, otherwise you could block all gens, but what about when a gen becomes unblocked? Being able to lock off one generator for the entire match would be really powerful, so some sort of cooldown after a gen is unblocked would be needed so you can't just block one generator forever.
Run Aground: Since the Cannons are bundled in with the other effect that requires Eye of the Storm, I'm assuming here that Cannons can only be placed during that too. Do the Cannons stick around once the Eye is done? If you can't resummon the storm, and you don't place all your cannons in the Eye, do you just lose those Cannons? Do you get Cannons back, Demogorgon style? How long does it take to destroy them? How fast and big are the Cannon Balls?
I would give my opinion on the power, but a few things would need to be cleared up before I can.
For Killer Perks:
Hex: Wreckage is honestly (and no offense) really bad. In general, leaving pallets unbroken is a bad move, as they are incredibly safe for survivors. The only thing more safe are the giant walls on maps like Autohaven. So this perk would not fit normal play. Not only is the effect weak, it's a one-time thing. The only time it would come into effect is if someone drops a pallet in a chase, but at BEST it will get you a hit, most likely they'll just keep looping it until the timer runs out, or run for another pallet. Let's take a look at Haunted Grounds for a second, since they are similar in several ways. They both are best used in a chase, they both come into effect only when broken, they both are used to make it less likely Survivors find better Hexes, they both last 60 seconds. Haunted Grounds has two totems to activate off of, and allows insta-downs. Wreckage has one totem to activate off of, and blocks dropped Pallets. There is no reason to ever take this perk regularly, even more so because of Haunted Ground's existence. If the timer was increased and blocked windows too, this could be decent. But as it is, there is no reason to run it.
Cursed Treasure fills a niche that doesn't really need filling. There are only a few chests around the map to begin with, so this perk could at most activate like 3 times. In a SWF setting (Which is honestly most games these days), this will work once, at best. One person opens a chest and is immediately injured? "Hey guys, he has Cursed Treasure, don't open chests". It does essentially block Chests, but Chests aren't strong to begin with. The audio cue could be neat in the Shack, but again, no one will search chests more then once with this perk. I feel just in concept this perk wouldn't work, it's too easy to avoid. The only way this perk could work is if the effect changes to something that doesn't notify survivors. The best bet would probably be Aura revealing, since only Distortion would allow Survivors to know that you have it. Even then it would be weak, and only used if Chests somehow became meta. But I think the injured part has to go if this perk is to be viable.
I was about to call Siren Sickness OP until I realize I just misread it. I thought that all pallets dropped after it activated became Mirages, not the first one. This is a really nice alternative to Spirit Fury, one that works on its own. The effect is better in some ways and worse in others. Survivors can't just pre-drop it to counter it, but at the same time, the pallet remains afterwards. You'll get it naturally through gameplay, and isn't busted. Really nice perk.
For Survivor Perks:
I'm a bit torn on Happily Ever After. On one hand, the effect is really strong. On the other, chases wont often be finished within 60 seconds of healing. But it can also be used every time you heal, but also you have to be injured in the first place for it to work. Against most killers, this wouldn't do much. However, it fills a really nice role that nothing else currently does, in that it counters Insta-Downs. 60 seconds isn't enough for most killers, but it's sure enough for anyone with an insta-down. I think this perk should remain as is, any longer and it works on every killer, any shorter and you wont get any use out of it. It's situational, but works very well in those situations.
Once Upon A Time is a bit weak. First, lets look at the numbers for everything it interacts with, with nothing else added on. So no medkit, and no perks to speed these things up.
Healing: 16 seconds base, 15.04 seconds with this perk, 0.96 second difference
Unhooking: 2(?) seconds base, 1.88 seconds with this perk, 0.12 second difference
Vaulting: 0.5 seconds base, 0.499 with this perk, 0.01 second difference
Totems: 14 seconds base, 13.16 with this perk, 0.84 second difference
I can't find any numbers on Chests, but it would likely be close to Healing speed
So the numbers are not good, to say the least. But, let's assume the numbers are in a spot where it's balanced. How often do you heal in the first two minutes? Unhook? You generally don't cleanse any totems in the start of the match, unless you come across them randomly. Chests are niche and already have a perk to speed those up. Vaulting is already really fast. The main things this perk would effect (Healing and Unhooking) are mostly done in the middle of the match, where the Killer has momentum and everyone's still alive. I could be wrong about this, I mainly play Killer after all, but I don't think the actions effected would benefit too much from that speed.
Like Magic: I like this one. Though I do have to ask, is it a straight conversion of second/second (every second on a gen converts to a second on your healing), or is it percentage/percentage (like, for every 25% of a Generator you repair, 25% of your health is healed)? Is it effected by Thanatophobia/Sloppy/Dying Light/Nurses? Either way, really nice perk.
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@TheMythicalCat you're 100% correct in your understanding of the powers function.
- Eye Of The Storm is a passive cycle between the Storm and Eye with seemless effects; and is instantaneous from the match beginning. The game would start with the Storm raging, and then 150 seconds later transition into the Eye for 90 seconds, then back into Storm, Eye, Storm, Eye etc for as long as the match goes on for.
- Black Sails has a cooldown of 15 seconds in between uses. Only one gen can be blocked at a time. So, it prevents spamming and also restricts the amount of times it can used, during that particular period of the Storm, but not too strictly that I felt would not feel like it forced the player to hurry and block a gen with minimal time for strategy.
- Run Aground, the cannons despawn when the Storm returns; you regain all 3 Cannons when the Eye returns each time; it would take 10 seconds to dismantle a cannon; the speed of the Cannonball is equivalent to the minimum Huntress Hatchet speed throw; and the size, hmm, would roughly be the size of one of Janes butt cheeks lol.
- Hex: Wreckage was designed in situations where the pallet offers a survivor a possible extra two loops out of the tile; but you raised some very good issues with it. Perhaps making it so that the perk spawns two Hex Totems in the game, but if one is cleansed the other stays in function. But, if the second Totem is cleansed it is half the duration of the initial time, so 20/25/30 seconds of blocked pallets for the second of the two Totems? I would also add that it's a perk I thought of that could make chases vs certain killers scarier: Hillbilly, Demogorgon, Legion, Plague, Huntress, Leatherface, Ghostface, Myers, Freddy, Clown, Oni. So a lot of killers could see use out of it in the right circumstances.
- Cursed Treasure, upon conception it was intended as you said, to fill a void that currently is non-existant. But, also to make secondary objectives feel more threatening/cautionary. I do see how this may be a once per game thing. How about this change to it: The first Chest to be fully searched always offers a Broken Key, grants a noise notification and Injures the survivor. The remaining Chest searches return to normal but suffer a search speed reduction of 40/60/80%? Pharmacy would counter-weight the debuff, naturally.
- Siren Sickness, haha could you imagine if one perk just eliminates all map safety XD
- Happily Ever After, thanks, that was exactly my thinking going into it. It requires the player being at risk to be able to activate it, but also provides a small amount of reprive vs insta-dowm killers, meaning it can potentially hard counter an insta-down camper (which nothing does so far).
- Once Upon A Time, you're very right lol that percentage is pitiful when you work out the timings. I know what my mindset was going into it; because it effects vault speed, I didn't want to do anything higher than that for fear of stacking too crazily with Spine Chill and Resiliance. But the other actions feel nothing from it...hmm, any suggestions to remedy that? Maybe remove the vault aspect to it and buff the percentage of the interaction speed by 33%?
- Like Magic functions identically to how Solidarity does. A full 100% repair would grant a 30/40/50% heal progress to the survivor. So, for example, 25% of a gen repair would grant 7.5/10/12.5% heal progress to the survivor; 50% repair would be 15/20/25%; 75% repair is 22.5/30/37.5. I should also note that this only applies the heal progress without the use of a toolbox. Much like Solidarity doesn't give the conversion for medkit heals.
That was some very solid feedback once again :) i'm noticing a trend that sometimes the initial numbers and percentage of perks sometimes is way off my desired intention lol
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Those first three points answered all my questions about the power well, so I can give my opinion on it now:
I think Eye of the Storm is a solid power, but might not feel the best due to not having much control over when it occurs. And since the only thing you can do without Eye is blocking Gens, there will be 2 1/2 minutes of no power for this killer.
And for the cannon balls, just going off of the little Huntress gameplay I've seen, that seems a bit weak. The way I see this power working, is when the Eye starts, you setup the three Cannons in popular spots, where it can see a lot of the map, and several generators. However, I don't think it would work with the current speed of the cannonballs. The breaking pallets part is nice, but not that powerful. The Gen regression would be really nice. Does this apply Pop Goes the Weasel? Even if it doesn't, this is decent. But for downing survivors, which I'm assuming is the main part of the power? Not that useful. Given that you only have 3, you have to set them up, you have to re-set them up every couple of minutes, survivors can dismantle them, you have to actively go to the cannon to use it, and that it gives years of a heads-up that you're about to shoot, it should not be that slow. There are way more conditions then both Huntress and Deathslinger, so it should be on par with their full speed shot at mininum. It does insta-down, but you wont get that often at that speed.
And a 15 second cooldown is perfect for the Vortex.
I think that blocking just pallets in general is just too situational. You don't want to be leaving them up, so those kinds of pallets wont get blocked, and 60 seconds where survivors can't vault (they can still drop) isn't that powerful, even with 2 totems on the map. Also, having 2 totems is impossible. There are only 5 possible Hex's in a match, so if you run this, Haunted Grounds, and 2 other Hexes, that's 6, one more that's available. One totem is fine, it just needs to block more than pallets.
Honestly, I really like the change to Cursed Treasure, and that's a really creative way to keep the injury while having the perk not become useless. I'm fine with that perk the way it is now, because even though the situation where you need it isn't present, it might one day be.
That would be busted if you could just invalidate every pallet on the map with a single perk.
I think removing Vault Speed and buffing the numbers would be a good idea. I like the 33% buff, early game healing with Botany and a medkit would be nuts, but only early game.
Right, I see how Like Magic works now. So every 1% on a generator, is 0.5% on healing. Can you heal past that with multiple gens? It would be slow, but still automatic. Either way, really nice perk.
And don't worry about it. I didn't realize how bad those numbers where either until I checked how much time is saved, it's really hard to know how good those numbers are without doing the match.
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- I did have that feeling when thinking of it, but came to the conclusion that beig able to physically stop progress on a gen at will is power enough. It allows the player to dictate where survivors have to be in order to be productive for the team.
- I should mention the Cannonball would have AOE/Splash Damage to it, around 1m and wouldn't dip, it would keep it's course until impacting a solid object such as a tree, wall etc. So could potentially down more than one with a single cannonball across the map, on Farm maps for example. The Cannonball would apply perk effects to a hit generator. So, Pop and Overcharge would apply. Also, the speed of a ball would need to be seen in game to judge a fair speed for it. On paper i'd say minimum Hatchet speed is still strong, though.
- Double hex, you're absolutely right, it wouldn't be possible. One change could see the perk be generator related as well as pallet related. While the Hex is active, every time you break a pallet the perk activates; while active, the next generator you break will be blocked for 20 seconds? Or maybe, make it so that every pallet that is already dropped but unbroken when the Hex is cleansed breaks, either, immediately or breaks 30 seconds later; unless reset?
- Like Magic, i'm not sure actually, I haven't pulled off or seen anyone pull off a double full health state heal with Solidaritory to know if that would grant a free full auto-heal on the user. I'd go with no on the surface, though.
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This combined with the fact that the storm is always on has convinced me that this power would be fine, and really interesting.
The problem with the cannonballs is that there is so much warning about them. Deathslinger gives no warning, Huntress gives a small warning, Cannons would give a ton of warning. As soon as you go to a cannon, survivors will just go behind walls or objects and negate the cannonballs. I could see some things where you shoot at one part of the loop and chase the other side, but the survivor could just run away from the loop. Maybe it would look better in-game, but keep in mind that at 15 Meters, Deathslinger's Gun is nearly reactable. The shot is way faster then the cannonball, and has way less warning. This is slower then that, and has much more warning. Plus the entire setup part of it. I feel for chases, it would still be too weak. But who knows, maybe this would feel better in game.
I like the Gen Blocking thing, that worthy of being a Hex, especially given the infinite timer on when you can block the gen. The second change, has the same main problem. You shouldn't be leaving pallets up as Killer. And pallet that needs to be broken, should be broken. Waiting for this perk to activate can give survivors a lot of use out of God pallets, if you leave them. Totems that activate on break generally have immediate and very good effects. Exposure and Aura Revealing for the two that currently do it. Breaking all currently dropped pallets would not be powerful enough to compete with those. Blocking Gens when breaking it would be much more unique and viable.
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@TheMythicalCat yeah, I have a vision of how the Cannon would play in my head, and the way I envision it is like this:
- when placed in a chase, the splash damage aspect of the Cannonball would benefit using the Cannon at an angle where the survivor should be at the advantageous part of the loop. So, at a jungle gym, the cannon is placed near to the long wall but at an angle where it can be fired through the gap/window on either side of the tile as well as hit the wall on the corner to cause splash damage that could allow the potential to down the survivor with it.
- outside of a chase, they would benefit from angles where the killer could shoot them across the map at gens, pallets, and potential out positioned survivors
- they could also be used to block vaults from one side.
Perk wise, yeah, the passive break does seem weak the more I think of it. Especially since the Siren Sickness is there as well. The gen variation of it definitely would be better.
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