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New Chapter: Disharmonic Dedication

Chordyceps
Chordyceps Member Posts: 1,716

The Resonance:

Height: Tall

Speed: 4.6m/s (115%)

Terror Radius: 32 meters

Weapon: Screwdriver


Power: Mystic Beacons

The Resonance can set up a variety of beacons that have adverse effects on survivors. The Resonance can swap deploy these beacons by pressing the primary ability button while looking at the ground. The Resonance can cycle through these beacons by pressing the secondary ability button. The Resonance has access to three beacons to choose from: Beacon of Disarray, Beacon of Deception and the Beacon of Debilitation. Each of these beacons takes 2.5 seconds to deploy, and can be destroyed by survivors if discovered. If a beacon is destroyed by a survivor, it will be returned to The Resonance after 15 seconds. The Resonance has a limited amount of each beacon to start with, and can see the auras of each deployed beacon. If The Resonance has placed all of one type of beacon, he must retrieve old ones. The effects of Beacons cannot stack together. If the radius of two beacons overlap, the effects of the older beacon take priority. 

Beacon of Disarray: This beacon plays a cacophony of harsh, grating noises that makes survivors that can hear it unable to focus. While within 40 meters of one of these beacons, the survivor's action speed is decreased by 5-25%, depending on how close they are to the beacon. Survivors are notified of these effects while performing an action within its radius. This beacon first becomes audible at 20 meters, and becomes louder the closer a survivor gets to it. You can carry a maximum of 3 Beacons of Disarray.

Beacon of Deception: This beacon plays a thumping heartbeat sound that puts survivors on edge. Survivors within 32 meters of this beacon hear a fake terror radius that grows more intense the closer they get to it. This beacon produces the same effects as any terror-radius perks you are running. You can carry a maximum of 2 Beacons of Deception.

Beacon of Debilitation. This beacon plays a shrill noise at volumes high enough to impede a person’s motor functions. Survivors within 24 meters of one of these beacons suffer from hindrance. The noise produced by this beacon is heard at maximum volume at all distances within the beacon’s range. You can carry a maximum of 2 Beacons of Debilitation.


Perks:

Damage Control: Whenever a hook or trap is sabotaged or destroyed within 48/64/72 meters of you, gain a 5% haste effect for 8 seconds. This perk has a cooldown of 15 seconds, starting after the haste has ended.

Unlocks at Level 30 (Uncommon/Uncommon/Rare)


Distraction: The entity shrouds your movement by cluttering the minds of those near you. Survivors within your terror radius have their aura reading abilities shortened by 15/30/45 meters. Aura reading perks with no maximum range are given a maximum range of 100/72/48 while within your terror radius.

Unlocks at Level 35 (Uncommon/Rare/Rare)


System Overload

Your connection to the entity allows you to store energy within your body, to be unleashed in a violent outburst. Whenever you damage  a generator, you gain a token, up to a maximum of 6/5/4. Once you have gained the maximum amount of tokens, the next time you damage a generator all generators on the map are damaged and all tokens are consumed. Any additional perks that have adverse effects on generators are only applied to the first generator when Stored Power is activated.

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


New Survivor: Andrew Beasley

Role: Dependable Lumberjack


Spotter: The safety of those around you is of utmost importance. Allies within 8 meters of you have their skill check success zones increased by 15%. Your skill check success zone is decreased by 30%. This effect does not stack. Gain 50%/75%/100% more bloodpoints in the objective category.

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


Spry: You are especially agile. While in a chase, you slide over palettes 12%/24%/36% faster.

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


Resilient: You know how to take a hit. The speed boost you gain after getting hit lasts for 1/1.5/2 seconds longer. Taking a basic will inflict you with deep wound. You gain an additional 50% points for fully mending.

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

Comments

  • Timeman63
    Timeman63 Member Posts: 185

    This is a really creative concept. My only issue is that the perk Spry is too strong. Survivors already vault pallets incredibly fast, any faster than that would be a nightmare. Maybe if it had a cooldown or if it was an Exhaustion perk it might be ok. Other than that, cool ideas.

  • Chordyceps
    Chordyceps Member Posts: 1,716

    I think if I had to pick one of those two, I think Cooldown would be a better option, a cooldown on the shorter side though, maybe 10-15 seconds. I think giving it exhaustion would make it like a weaker version of lithe

  • TheMythicalCat
    TheMythicalCat Member Posts: 175

    I really, really like almost everything here. The power is really creative and has clear synergies, and the perks are mostly great ideas.

    There are two things about the power I would look at. First, the first and third Beacons. Effects are cool, but the sound could be an issue. For example, I almost can't play on Dead Dawg Saloon because of the Vultures eating. I have to remove my headset when a Survivor loops me around there. I can't stand it. The sounds those two things make could have a similar effect on other people. Grating Metal is an awful sound, and the high-pitched one isn't much better. I recon a lot of people would suicide when they see who the killer is. The other issue is that he doesn't have much in the way of looping. His third beacon could help, but he has to go and grab them each time he uses it, unless survivors leave it. Which good survivor will likely do. Not to mention you never mentioned how much hindrance, which would dictate how good his looping is. This Beacon doesn't really match the other two, as it's not one where you place down in a strategic spot to debuff survivors, it's one you put down whenever you get to loops. If it had another effect of slowing vaults, or if the hindrance is really good, it would work, but it does need clarification. Other then that, I love the power, especially the heartbeat one.

    For the Killer Perks:

    Damage Control is not that good, and should honestly be a part of Hangman's Trick. Hooks being destroyed isn't that common. Without Breakdown (which is never used) or Saboteur (which is rarely used), the only time hooks get broken is when survivors are sacrificed. It fills the same role as Hangman's Trick, but neither of them fill that role well. Having two perks to kinda counter a single one that isn't very good isn't the best idea.

    Distraction is a good idea that wouldn't effect very much. Let's look at what perks it would effect one by one:


    Object of Obsession, already deactivates in the terror radius

    Kindred, the hooked survivor doesn't need to see the other survivors, any survivor going for the rescue doesn't need to see everyone else, and if the killer chases someone else away from the hook, that survivor wont go for the save, so they wont need to see auras.

    Empathy/Aftercare, if you're being chased you don't need to see auras. If you get close to a survivor, you can steer the killer away before they notice them due to still seeing them 48 meters away.

    Bond, could actually work. Since the range is 36 Meters, this effectively shuts it down. They could accidentally lead the killer to other survivors.

    Alert, if you're in the terror radius, you can already see them. If you aren't, you don't get effected. Only time this would be blocked is if they are in the range of this killers Heatbeat beacon.

    Babysitter, this wont do anything. Outside the terror radius, you can still see them, and if you're in it, you are already within 48 meters anyways.

    Better Together would be deactivated, but no one runs this perk anyways.

    Breakdown, same thing as Babysitter.

    Dark Sense, same thing as Babysitter.

    Deja Vu would work, but in a chase, you don't need to see auras of generators.

    Detectives Hunch would be mostly deactivated, but the perk isn't used anyways.

    Plunderer's Instinct would be deactivated, but you don't need to see chest auras in a chase.

    Saboteur would be effected greatly.

    Wake Up would still work well for what little it does

    Windows of Opportunity would be completely deactivated.


    So, this perk would counter Bond, Better Together, Detectives Hunch, Saboteur, and Windows of Opportunity. Bond is the only one of those widely used, and it doesn't fully counter it. This perk would not be very good.

    System Overload is a great perk, nothing to comment on that one. Good idea, good execution, has good tracking (when paired with Surveillance) and game slow. Versatile, but not OP.

    Spotter would only be good in situations where you (an experienced player) are playing with less experience players. This would be a great perk when helping new players learn the game, but not much else.

    Spry, just like the other guy said, is a bit op.

    I like Resilient. It gives a good effect with an interesting drawback. It slows you down more overall, but lets you get more distance off of hits. The only downside to it, is that it punishes Killer for doing the only thing they can do.