http://dbd.game/killswitch
The Arachnid - Killer idea
I think this is genius, read in!!
Name: The Arachnid
Source: Original
Difficulty: intermediate
Main weapon: Spider fangs
Power: Giant webs
Passive power: Arachnid Poison
Movement speed: 4.4 m/s
Terror radius: 32 meters
Height: short
Map: the Spider's nest (it is a gated neighborhood defaced by the Arachnids webs and re-modeling and under the neighbor hood is the arachnids nest also accessible with gens as well with some open 2 floor houses)
(Extra info before getting into more, the Arachnids height will be highly unique to this killer because "short" is it's permanent height this is equal to The Pigs or Ghostface's crouching height and pov making this killer a particular hard to spot killer but to make balance to this the arachnids eyes will glow a bright red along with some bumps on it's back- if the killer experiences the undetectable status effect the glowing lights will disarm for as long as the status effect lasts)
Perks:
1. Arachnophobia - while a survivor is repairing a generator or healing in the killers terror radius if they fail a skill check the penalty will be increased by 4/6/8% (Sh*t! Was that a spider??)
2. Trickle Down The Drain Effect - You will become obsessed with one survivor, this survivor will gain a extra bloodpoint effect amongst all bloodpoint awarding actions by 50/75/100% if this survivor is the highest bloodpoint achieving survivor when they are sacrificed this perk will activate, causing survivors that are behind the obsession to experience penalties in repairing and healing for an certain amount of time- the second highest achieving survivor will experience considerable penalties the third achieving survivor will suffer moderate penalties and the last achieving survivor will suffer from slight penalties.
3. Web Links - when damaging a generator that generator is prepared to link with the next damaged generator and is highlighted in white you can link up to 2/2/3 generators at a time- if a survivor begins working on a linked generator- a noise notification will pop up on all linked generators highlighting them yellow- if one of the linked generators are completed, one of the other linked generators are forcefully blocked by the entity for 20/25/30 seconds- if a survivor starts working on a damaged generator before the killer can damage another- that survivor will be able to work under the radar of the noise notification system. (It seems like that thing always knows even when it doesn't see what's happening..)
Power - Giant webs: the power bar box for the Arachnid is differently shaped, it is shaped as an octagon with each side as a power bar- when beginning a trial the killer starts with four power bars and slowly generates more- with 1/2 a bar EACH The Arachnid can place one web string to one surface and another one to the other, connecting them together creating a trip wire if a survivor runs through one they will trip- hindering their sprint momentarily and causing them to scream revealing their location. With 1 bar The Arachnid can block off window vaults with webs. With 2 bars The Arachnid can block off a generator forcing survivors to pick off the webs off a generator if they want to work on that generator. With 4 bars when picking up a survivor you can bring them to wall and web them up against it counting as a hook and keeping them there until someone pulls them out- if a survivor dies in the webs The Arachnid can consume the survivor for extra bloodpoints and to gain one power bar
Passive Power - Arachnid Poison: when hitting a survivor you inject them with poison that contains multiple stages to it if they do not suck it out or have another survivor suck it out- stage 1: the poison will take half as long as a common medkit to heal, to suck out the poison. Stage 2: to reach this stage the poison must cycle 15 seconds then poison will take just as long as a common medkit to heal, to suck out the poison. Stage 3: this stage takes 20 seconds to reach it will take slightly longer than to heal with a common medkit, to suck it out and repairing and vaulting penalties are slightly increased. Stage 4: this stage takes 30 seconds to reach, the survivor can longer commit to rushed actions and suffer from moderate repair penalties and it takes moderately longer than to heal with a common medkit, to suck out the poison. Stage 5: to reach this stage it takes 30 seconds to reach and to release the poison it takes considerably longer and if the survivor does not do it before the next 30 seconds the survivor will scream and suffer into the dying state.
**Give me feedback!!**