Suggestion - Killer - The Keymaster

Hi DBD team and community,
during a Twitch stream we were talking about possible new killer ideas. Someone had the idea of a killer who can enter a locker. I thought just entering a locker and waiting for something is a little bit boring, isn't it? So, what does a killer need to create a good gaming experience and what is too much?
That's my personal opinion for killers which can improve the game experience for both sides:
- A fun killer has map pressure or generator control (Demogorgon, Pig)
- A fun killer is a little bit scary (like scratched mirror Meyers)
- A fun killer's power should not be abusable for camping or tunneling (Leatherface)
- A good killer has the possibility, if played well to shorten chases (Pig Ambush, Demogorgon Shred)
- Suvivors should be able to loop the killer properly (not like a nurse or spirit)
The following is just a proposal. Obviously it must be polished by the game designers. So, prepare for the Keymaster, inspired by Netflix's "Locke & Key"!
The Keymaster
Load-Out
Power: Master of all keys and locks
Special Ability: Keys
The Keymaster is able to enter a locker (slow entering). While hiding in a locker the Keymaster is able to see all lockers on the map and may leave one of them (slow leaving). The Keymaster can not reenter the last locker he has left (Should prevent extreme mobility). While hiding in a locker the Keymaster gets the undetectable status. Everytime the Keymaster enters a locker (only if he enters) a corrosponding sound using a key can be heared everywhere on the map. If the Keymaster teleports to a locker in which a suvirvor is hiding or a survivor enters the locker where the Keymaster is hiding in the survivor gets immediately grabbed.
Special Ability: Master-Key
The Keymaster can reopen the hatch (Just for fun :-))
Special Ability: Locks
At map start the Keymaster gains 3 charges of locks. He is able to lock pallets on the map. A locked pallet can not be thrown. The locks can be removed by survivors (Like trapper's traps), but takes 5s. Placing a new lock while all charges are consumed removes the first placed lock.
Mori:
A mori could be something like hitting the head of a suvivor endless long with the keychain like a psychopath.
Possible Addons
- After leaving a locker the Keymaster gets the undetectable status for n seconds.
- Increase the speed of entering or leaving a locker.
- The Keymaster can put a lock on the hatch. Which prevents opening the hatch with a key (The last one can still escape)
- Like the addons for wraith where he can see the gen progress, the Keymaster gains a color indication for the usage of lockers by survivors. This is only shown when he Keymaster is hiding in a locker.
- Increase the time for removing locks by survivors
- Locks can also be placed on exit gates
Thoughts behind
According to my killer thoughts at the beginning and how it reflects to this design:
- You are the killer and with BBQ and "Pop Goes The Weazel" you can enter a locker and teleport to the generator you want to pop. (generator control)
- Imagine you are a survivor and repairing in a jungle gym. The locker is out of view and you hear his global sound of a key that opens a locker. Will he come to you or not? Or the locker is beside the generator and while you are repairing the locker opens and you see he is coming out, scared? ):-)
- Leaving a locker takes some time for him, so if you unhook someone there should be enough time for you to run away.
- If not removed, the locks can help him to interrupt chases. But it's still counterable by the survivors, because they can remove them.
- He must respect pallets and windows.
Concept art:
I thought about a kind of accountant in victorian style. He wears small glasses, a pinstripe suit and has a creepy smile. He is also carrying a great keychain with many keys on them. You can see the chain of his pocket watch. If he hits you he laughs creepy and softly. Or maybe something like this.
Best regards
Waldbeerlein