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New killer Idea: The Mountaineer

Lochnload_exe
Lochnload_exe Member Posts: 1,360
edited March 2021 in Creations

I do have his lore written out but I just want some opinions about his other stats.

The Mountaineer


Default Weapon:


An Ice Pick, bruised and bent from the rocks 

Stats:


115% Movement Speed

Height: Tall (but smaller than plague)

Terror Radius: 36 meters 


Power:


Mountain Chill:

The Mountaineer has a chilling effect that affects survivors over time with his abilities, slowing and posing threats if they do not keep working and staying active.

Chilly (Freezing level 1)

  • Survivors breath more audibly

Cold (Freezing level 2)

  • Survivors breath much louder
  • breath is visible (can be seen if they are in lockers)
  • Performing slow actions are 25% slower

Freezing (Freezing level 3)

  • Survivors breath much louder and breath is visible (same as level 2)
  • Survivors now have cold fog surrounding their feet, which has a small trail, sort of like torment, but lingers a little longer helping with tracking
  • Survivors crouching and walking speed 5% slower, running unaffected

Frostbite (Freezing level 4 MAX)

  • Same effects as level 3
  • Survivors will become injured if you walk, crouch, or stand still for longer than 6 seconds (Running For 3 seconds will reset this, and healing or working gonna gen will not count this, but won't reset timer, simply pause it)
  • Gen and healing speeds are reduced by 15%

In order to clear up your freezing, there are small bundles of fire, Warming Fires, around the map, similar to plague, which has a cleanse action. Takes 30 seconds to fully cleanse and warm yourself. You don't have to fully finish, the 30 seconds is simply from frostbite to 0 cold, you can decide to do it for less, but still keep some of your freezing.


Special Ability: Slippery Path


Press and hold the Power button to charge up and release an attack forward on the ground in front of The Mountaineer. This attack will freeze the ground, making it a shiny light blue ice. Survivors walking on the path will slowly rise in the amount of Freezing, and also slide, making corners and tight turns much harder to run, and the character has way less control. This path stays on the ground for 6 seconds. Staying on the path for a total of 12 seconds will increase their level of Freezing. This attack is 8 meters long, and 4 meters across. Can only have 1 path active at once. Charge takes .3 seconds before release


Passive Ability: Painful Winds


Every 30 seconds, the winds of the dark blizzard move onto the map. This blizzard lasts 40 seconds and once it ends, the timer before it comes again begins. This blizzard covers the entire map, making it look snowy and white like the Nightmare's vision but for everyone. Inside of the blizzard, the survivors will slowly gain Freeze, gaining 2 levels of Freeze, and they also have reduced vision, only being able to see 16 meters ahead of them. This blizzard will also lower The Mountaineer's terror radius down to 28 meters, from 36 meters. Survivors standing within 6 meters of Warming Fires will not gain Freeze.


Perks:


Slow and Steady: Taking it slow isn't always a safe bet

When a survivor performs a slow action, you get a noise notification, and the survivor becomes hindered by 5% for 5 seconds. This action has a cooldown of 100/90/80 seconds.


Double Cross: You work alone, and anyone who trusts you doesn't know what's coming.

Kicking a generator activates Double Cross. The gen will regress at 100% for 25/35/45 seconds. If a survivor interacts with the gen during this period, the gen will instantly regress for double the amount that was regressed at normal speed. This perk has a cooldown of 70/60/50 seconds.


Practice Makes Perfect: You have taken the time to perfect what you need to accomplish.

At the start of each match, gain 1/1/2 tokens. Walking up to an undropped pallet allows you to perform a break action, and break the pallet before it can be used. This action takes 5/4/3 seconds to complete.

Comments

  • Phasmamain
    Phasmamain Member Posts: 11,534

    I like the first two perks but practise makes perfect is a bad idea since you would just break shack pallet every match

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    I thought so too lmao i was trying to think of some better ideas for it but couldnt think of anything off my head, I was basically going for that Yui Perk but for Killer.

  • Phasmamain
    Phasmamain Member Posts: 11,534

    You could have a perks that progressively makes you more resilient to pallet stuns maybe

    Like every time you get stunned you get a token up to 4 that reduces your stun time by 20% each. Could make it not stack with enduring though

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    That could be really good, maybe the more you get stunned you get faster at some other things, I'll keep that idea in mind, thanks!

  • sleepywynd
    sleepywynd Member Posts: 118
    edited March 2021

    The second perk should probably be a hex considering the implications it has--if you kept people off the gen for only about a minute then it's double the power of pop goes the weasel without any of the requirements. Now imagine that with a gen 3-stack, survivors just couldn't compete with it. The third perk is also too overpowered for destroying the shack pallet allowing for basement camping too easily. I am a killer main btw, just saying this for survivor's sake.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    I agree, for the second perk I wanted an extremely strong gen perk that rewards you pressuring and keeping survivors off that gen, but also the way it works is since it lasts 45 seconds, if someone touches it at 40 seconds, it's 80 seconds of regression, but if they tap the gen right after you kick it, it basically turns off the perk. So survivors have to either let it go for 45 seconds till the perk goes off, or click it as early as possible to reduce the damage and put the perk on cooldown.

  • sleepywynd
    sleepywynd Member Posts: 118

    I get the idea and I like the desire for identity under this killer, but I'm still not sure how I feel about what this would do for gen camping. Especially since you could combine it with doctor's perk and make it so if they didn't instantly hit that skill check while being camped they'd lose even more progress as well as combining it with pop just dropping a generator like there's no tomorrow.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    It would be rough for some situations but a lot of perks can be told the same situation. The way it can be countered is by just tapping the gen once right after he kicks it, or let him get the 45 seconds of normal regression. I feel like against strong survivors it still wont be as strong as it may seem. Since a survivor can just tap and regression stops, the perk will disable and be put on cooldown. And if the killer camps the gen, then the other two gens can be done.

  • Patrick1088
    Patrick1088 Member Posts: 628

    So I love the idea of tiering up freeze and warm fires (one suggestion I made on other thread). I do like how it is treated like Doctors Shock Therapy.

    In fact I wouldn't even mind if Blizzard worked like Static Blast thats tied to your initial TR. But the decrease amount still happens. So you can run Distressing and affect everybody's freeze level in your TR, but drop to say 18m. You can even have a boost where you see auras withij 18m out during that 40s.

    As perks go, i enjoy the first two perks as is. 3rd i don't like as is. You can go in and target super safe pallets (upstairs in Ormond) with only a 3s penalty? I'd say this needs a cooldown as it eliminates looping tremendously with little punishment (especially when your freeze attack causes slippage already). I'd give it a 120/100/80 cooldown on par with Oppression.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    I agree and Ive always had an idea for a perk that could predestroy pallets, so I put it in but I'm completely open to changing the perk as well, I tried thinking of some other ideas but couldnt think of a good one, I did want a hex perk on him but couldnt think of a nice one.

  • Patrick1088
    Patrick1088 Member Posts: 628

    You could do something like Hex:Shifting Winds. Hex totem shifts every 60 seconds if dull totem still exists on map. You get alerted to every shift. Shift won't happen if survivor is working on current totem.

    For every shift that happens, gain a token. Each token gives 2% cooldown or boost (you pick). So a 5 minute match could give you a -10% cooldown on abilities, +10% movement speed, etc.

    Pair it with Corrupt Intervention and Undying and the mid-end game pressure would be intense as longer games fuel the power.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    Oh man that idea is extremely great, I love the idea of a hex that tries to protect itself and be confusing switching places, paired with something like haunted it could be scary!

  • Patrick1088
    Patrick1088 Member Posts: 628

    Yeah and the shifting winds goes along with the painful winds theme. Its a quick decision for the survivors too. Do they do the totem and stop the boosts or risk Hex:HG? They can wait a minute and see, but then they're doing nothing for 60s lol

    More mindgame perks are great

  • Dragonshensi
    Dragonshensi Member Posts: 1,516

    I had thought of a new Killer called : The Traitor. All I have at the moment is the lore. She was one of survivors before the time of these new survivors. Match after match her mind and hope we’re starting to break. She wanted a way out and in a desperate attempt to appease the Entity she herself killed her own teammates while in the match. At first the Entity was more outraged than anything. Torturing her and warping her body. Still desperate to not assume the role of survivor or be tossed into the Void she still tried to appease the Entity. As penance for her traitorous ways and to prove herself to the Entity, she is now forced to be the Killer, and she happily agrees. Believing that if she killed enough people the Entity will reward her with her freedom.

  • Ramidoo
    Ramidoo Member Posts: 2

    Interesting power and perks especially the first and the second one.

    I also thought about this: Less Warming Fires but survivors can reduce their freezing by interacting with finished generators.

  • _NIGHTMARE_
    _NIGHTMARE_ Member Posts: 727

    Good idea! I like it.