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The Horseman

orangegoblin
orangegoblin Member Posts: 120
edited April 2022 in Creations

Eyy new killer idea!

The Horseman!

Backstory! A semiretired knight and his warhorse, started a farm, had a fam (not with the horse you perv) then somethin shonky happened that caused him to kill innocents with farming equipment while riding his Trusty Steed! Then the kings men went to execute him, and his horse, but the Entity was like "I like the cut of yur jib" and saved him last second. Normal killer stuff really.


Powers, Active/passive The Horseman uses a Scythe that cleaves horizontally! The Horseman cannot lunge attack.

Slash Active Ability! While on foot, the Horseman can press E to slash vertically, pulling a survivor towards him, inflicting Deepwounds, and slowing both killer and survivor down greatly, the Horseman then has an incredibly short window of time where he is allowed to lunge using another vertical hit before succumbing to exhaustion for 5 seconds.

Secondary ability: The Horseman Starts the trial on his Pale Steed, moving at 130%, he is able to vault pallets during this time, and break through walls upon running into them. The Horseman can attack and down survivors by slashing to the left (LM) or right (RM) with his scythe while mounted. Running into, and jumping over survivors applies Deep Wounds, but cannot down them.

The Horse, can kick survivors by pressing SPACE (Survivor is Infront of the horse) or R (Survivor is behind the Horse) Survivors in front of the Horse are injured for 1 health state. Survivors kicked by the back legs are put into the dying state. (What'r ye doin behind a horse anyway?)

He can mount and dismount by pressing active ability - CTRL, the Horseman summons his Horse from the fog, instantly mounting. Dismounting from the Horse will cause it to disappear in a puff, of smoke, the Horseman will have to wait 2 seconds before re summoning the Horse.


The stats!

Weapons!: A friggin Horse! AND a big ol' scythe!

The Horseman moves at 105% speed while dismounted! Tier 1 Myers (skeletons are slow)

The Horseman is survivor height!

The Horseman is undetectable while dismounted, increased to 32 meters while mounted!

The Horseman moves at 130% when mounted!



Addons: The Horseman can only use 1 addon at a time.

Crippling Strikes: Your strikes are calculated and cold, After hitting a survivor while mounted, they are inflicted with hindered status effect, they cannot Sprint for 10 seconds. This addon is purple.

No reigns: Dismounting or being dismounted no longer causes the Horse to vanish. The Horseman's Terror radius while dismounted is increased to 24 meters, The Horse itself also has an 8 meter terror radius, these combined while mounted! The Horseman can no longer summon the horse, instead the Horseman can tactically mount/dismount to block paths with the Horse. When left alone The horse will rear as a warning and kick survivors that get in front of, or behind, injuring or downing them. The Horse shares all perks with the horseman during this time. This addon is not consumed when used. Possible secondary effect - Blinding the Horse five times within 10 seconds while the Horseman is dismounted will cause the Horse to immediately charge, trampling and killing the offending survivor (It would be the best way to suicide in a trial) - Possible Survivor Achievement for committing suicide - YEEHAW!

Perks? Monk brain can't think of anything, this fella don't come with Perks. Or do he?!??

Perks!!!

Medieval Justice!: If a survivor rescues another survivor within 16 meters of the killer, the rescued survivor is granted sprint burst for 5 seconds, while the rescuer is hindered for 10 seconds, exposed for 20 seconds, and their aura is shown for 20 seconds. Any friendly effects will not trigger on the rescuer during this time. This effect trumps all friendly perks.

Concussive Strikes!: Survivors that are given Deepwounds, or who are hit while suffering from Hemorage, or Mangled status effects are blinded for 2, 3, 5 seconds.

Swift Death!: The killer moves 5% faster when looking in the direction of a survivor whose aura is revealed.

Joke perk... or is it? HEX: BEWARE THE DOOT!: A Hex rooting its power in spook! Anytime a generator is completed, all survivors hear an *UNHOLY DOOT* After 2 generators are completed the hex activates! Any generator completed once the perk is active summons 3 little skeletons from the ground at all currently lit generator locations. They will find and attack Survivors for 1 health state, Survivors cannot be downed by the skeletons. The skeletons last for 60 seconds each, before being called back to the fog by the entities own Much Louder DOOT. When a survivor vaults a window, the skeletons collide with the window, exploding, blinding all within a 5 meter radius for 2 seconds! Skeletons will crawl over and under pallets, to continue chase! Survivors unlucky enough to be hit by the bones, suffer from hemorrhage and mangled status effects. A map-wide terror radius will appear during this time or until all skeletons are destroyed via colliding with windows or being kicked. Hex effect remain active until the related totem is destroyed.(these skeletons move at 100% speed) (maximum of 15 total skeletons will be summoned when the last generator is complete!).

Informations regarding the stats and interactions below!

How the Horse and Horseman do!

The Horseman's basic attack range is much greater than other killers and cleaves, but he cannot lunge.

The Horse shares all perks with the Horseman!

The Horseman must be dismounted to pickup, and hook survivors... (slow boi)

The Horseman can Jump over pallets while mounted by pressing SPACE!

The Horse cannot go through windows or pallets that are attached to buildings/doorways, or have ceilings!

Objects it can jump are highlighted in yellow so long as they are within field of view!

The Horseman cannot jump pallets that a survivor is currently vaulting!

If a survivor is caught on the other side of a pallet while the Horseman jumps, that survivor is injured and given Deepwounds!

Survivors that the Horse collides with are given Deepwounds, running into a survivor cannot directly down them! The Horses injuring effects reduce Deep Wounds timer by 5% (good idea to move out the way)



Things Survivors can do!

Slamming a pallet onto the Horse while its running will cause it to rear back, kicking the horseman off, stunning him for a duration, then break the pallet.

The Horseman cannot be blinded while mounted, but his Horse can be.

Blinding the Horse while the Horseman is mounted will cause the Horse to rear kick, and dismount the Horseman, stunning him. Survivors behind the horse during the kick are put into the dying state.

Post edited by orangegoblin on

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