New Killer: The Hivemind

LLoading
LLoading Member Posts: 23

The Hivemind:

Power:

Spore Modules:

The Hiveind can place modules on walls, hooks, pallets, and vault locations. The Hivemind can have a max of 7

Modules at once. If a survivor walks over a module or vaults over one they are covered in spores and become infected and destroy the modules instantly.

Survivors who become infected repair and heal 30% slower. To not be infected you must

be pulled out of it by a non infected ally. Infection lasts for 1 minute and they are slowed by 1% while infected. 

Only 3 survivors can be affected at once.


Supreme Connection:

The Hivemind can look through the point of view of the modules to gather surrondings. After doing this

the Module will explode in a larger radius then if walked or vaulted over. Spore like this will

slow by 5% for 5 seconds and mark the survivor if they are already infected.


Ultimate Infection:

If a downed survivor is infected The Hivemind can absorb it to realse an attack once. Using the attack

will explode all modules on the map, if it hits non infected survivors it will infect, if they are

infected it will put them in the injured or dying state.


Perks:

Hex:Punishment:

Every time a survivor completes a great skillcheck gain a token. Each token decreases the progression

of a great skillcheck by 10%, there can a max of 4/5/6 tokens


Ultimate Contaigen:

If you injure a survior with your basic attack Ultimate Contagien is active. Injured survivors

that heal survivors affected by Ultimate Contaigen become broken for 40/50/60 seconds. Ultimate

Contaigen lasts on a survivor for 30 seconds. This perk has a 60sec cooldown,


Infectious Apitetite:

Every time you hook a survivor gain a token. Each token increases the progression time of the 

entity by 3/6/9%, there can be a max of 3 tokens.

Comments

  • JackFrostMan
    JackFrostMan Member Posts: 204
    edited July 2020

    The way you format stuff is kinda iffy, man. That's just a pet peeve of mine, let's dig into this.

    Spore Mold: You would have to tweak the numbers a bit but the idea of a power that is like a Hag Trap but instead of teleportation, it blasted them hard enough to be slightly slowed and have way slower repair + healing can be nice. Curious about whether you can only have seven uses of it or you passively recharge.

    Supreme Connection: Would "mark" be exposed (one hit down) or seeing their aura? Beyond that, it might be okay, but it would probably need a cool down to be fair.

    Ultimate Infection: Shouldn't be able to put survivors into the dying state, imo, but beyond that it seems okay.

    The power itself probably needs some tweaking and drawbacks but it seems sound enough as a base.

    Now for the perks...

    Hex: Punishment - That doesn't really seem to do much. A great skill check only offers a 1% extra boost to repair and 5% to healing. The fact they have to be HITTING great skill checks makes it kinda iffy.

    Now, if it made skill checks SMALLER, that might actually be worth making it a hex. But besides that it doesn't really seem to offer much.

    Ultimate Contagion - Seems niche but I can't say it's overpowered at all.

    Infectious Appetite: Eh, up to 27% progression speed seems a bit much. Would probably just be better to make it cap at like 15 or 20%, imo. Besides that, it seems fair, though

    Post edited by JackFrostMan on