The Horde (Left 4 Dead Licensed Paragraph Killer) Rework

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pimin
pimin Member Posts: 51
edited January 2022 in Creations

The Green Flu pandemic that resulted in the death of many has finally been contained in its small corner of the world. The panic from the desperate escapee The Entity had taken, fueled its decision to take in a small crowd of the Zombies and use them as a way of pushing Survivors to their limits in teamwork and coordination. This Paragraph comes with a New Killer, The Horde.

The Horde generally is designed to work as a team of abilities but also be strong enough on their own. Each unit getting a restriction to what actions they can perform emphasizes the teamwork aspect of the killer and will generally force players to interact with at least 3 if not 4 of the Units in any one match. The majority of their powers are rebranding and small edits on the powers of other killers. (Smoker and Deathslinger, Tank and Leatherface, Jockey and Victor, and Charger and Hillbilly, to a lesser degree Boomer and Blight, and the whole thing stemming off the fact Nemesis can do this) 

This is a rework of an older concept I posted a long time ago, with new balancing and other issues addressed. Feel free to question and critique this.

The Horde (L4D Licensed Paragraph)

Power: 

Main Ability: Hive Mind

6 Special Units are spawned around the trial.

The Smoker, The Boomer, The Spitter, The Witch, The Tank, and The Charger. You will start as one of them at random.

Pressing the Active Ability Button (CTRL) will show you the aura of all units in White. Pressing the Power button while looking at one aura will move your perspective to that unit and allow you to control them, the one you left becoming inactive. Inactive Units do not lose Collision. After using this method, you cannot switch again for 60 seconds.

On shift each Unit will make a Noise to signal to the survivors of which one is being controlled

The ability to switch is locked when performing any aspect of a Unit’s Power

Each unit has different abilities and restrictions.

The Smoker: 

Pressing the Secondary action button will start a charge. When the charge is complete The Smoker will shoot out its tongue. Any survivor hit by the tongue will be ensnared and pulled toward The Smoker. Attacking the survivor will release them from the tongue. Hitting a survivor being pulled in will inflict the Deep Wound status effect. If the survivor is in the injured state, the attack will down them instead.

Survivors can press the Action Button near a survivor that is getting ensnared to help them escape before they are pulled in.

The Smoker cannot break pallets and breakable walls

The Smoker will play its Bacteria (Stringed version) when controlled

The Boomer: 

The Boomer is a volatile being and has been messed with by the Entity to create a fairness in how it plays within the trials. 

Press Power Button to Lurch forwards and begin a short dash. If The Boomer collides with an Obstacle or Survivor during the Lurch or Dash, it will become Stunned causing it to Explode.

When The Boomer is stunned by any means it will explode, reset nearby pallets and cover survivors in range with Zombie Bile for 80 seconds. Bile inflicts the exposed status effect and reveals the survivor’s location to the killer with Killer Instinct for its duration. When The Boomer resets a Pallet, it cannot be Interacted with for 100 seconds.

When The Boomer explodes The Player’s Perspective is moved to the last unit it was placed in. And The Boomer will respawn in 25 seconds. Changing like this will not allow you to change again for 20 seconds.

Survivors can press the Action Button near a survivor that is covered in Bile to perform an action to clean off the Covered Survivor

The Boomer cannot Vault Windows or Pick up dying survivors due to its large size. The Boomer moves slower than almost all other units.

The Boomer will play its Bacteria (Stringed version) when controlled

The Spitter: 

The Spitter can utilize the Zombie Bile in a ranged way. 

Pressing the Secondary Action button will have The Spitter fire a glob of Zombie Bile forwards. This glob flies over pallets and small walls and inflicts The Bile Effect for 25 seconds. Bile inflicts the exposed status effect and reveals the survivor’s location to the killer with Killer Instinct for its duration. This ability cannot be used again for 20 seconds after being used.

Survivors can press the Action Button near a survivor that is covered in Bile to perform an action to clean off the Covered Survivor

The Spitter cannot break Generators as the sparks ignite the Bile pouring out her mouth.

The Spitter will play its Bacteria (Stringed version) when controlled

The Witch: 

The Witch is a shy creature and is acutely aware of her surroundings. 

All Survivors within 6 meters of The Witch have their location revealed with Killer Instinct for as long as they are within range. If the Witch sees a survivor with direct line of sight, Pressing the Power button will have her leap forwards and chase the survivor at high speed until they are put into the dying state. If the Leap hits the survivor directly, they are instantly put into the dying state. If blinded by any means The Witch will see the auras of any survivors within 16 meters for 8 seconds after the blind ends and see the location of the one that blinded her with killer instinct for the next 30 seconds.

The Witch cannot end chases with Survivors by breaking Pallets or Breakable walls.

The Witch Vaults over Pallets and Windows automatically when in pursuit.

The Witch is blinded easier.

The Witch cannot see Scratch marks

The Witch will play its “Encroaching” sound when controlled

The Tank: 

The Tank is the biggest and slowest mass. The Tank cannot be stopped and gets very angry when tested. 

Pressing the Power Button or being stunned by any means makes The Tank flail its arms around itself, breaking any object within reach, and inflicting the Deep Wound status effect on any survivor in reach. After exiting this tantrum state The Tank gains a 15% haste effect for 10 seconds and sees the aura of the survivor closest to it.

The Tank can break an Object instantly every 20 seconds.

The Tank is the Slowest Unit in the match. 

The Tank cannot View Auras of Generators.

The Tank will play the first 3 seconds of its theme when controlled

The Charger: 

The Charger has one hulking arm and rushes all living flesh it can see.

Pressing the Power Button will have The Charger move forward at high speed. Any survivor in The Charger’s way is trampled and placed one health state lower. The Charger does not stop until it hits a wall.

The Charger cannot interact with Lockers as its right arm is too large.

The Charger will play its Bacteria when controlled

Special Ability: Activated Mind

At the Start of the Trial 1 random Inactive Unit becomes active.

Upon the activation of a generator one random Inactive Unit turns into an active unit moving around the trial.

At the Start of the Trial the nearest 

Each Unit can be stunned by using a pallet, locker, flashlight, flash bang or firecracker. 

Each unit has a different ability within this state.

You see the Auras of Active Units in White.

The Smoker: 

The Smoker will move around the map very slowly and aim its tongue at any loud noise notification. It will shoot its tongue out every 50 seconds if it is not controlled. If the tongue hits a survivor, they will scream and be pulled towards The Smoker. In this state the tongue will never put a survivor into the dying state and only inflict the Deep Wounds status effect.

The Boomer: 

The Boomer will move around the map very slowly attempting to get close to any pallet or locker. If stunned, The Boomer explodes, resets the pallets in range and covers the survivor in Bile for 80 seconds. Bile inflicts the exposed status effect and reveals the survivor’s location to the killer with Killer Instinct. 

The Spitter: 

The Spitter will move around the map very slowly attempting to get close to any generator with any amount of completion. If it spots a survivor, it will fire one glob of Bile towards them before giving chase. If this Bile hits a survivor, they will scream and become covered in Bile for 15 seconds. Bile inflicts the exposed status effect and reveals the survivor’s location to the killer with Killer Instinct.

The Witch: 

The Witch will sit in place and start wailing. Any survivor within 12 meters of her will have their location revealed by Killer Instinct until they leave this range. Attempting to Flashlight blind her in this state will result in a swift attack injuring any survivor attempting it.

The Tank: 

The Tank will wander the map slowly and chase down any survivor it sees. If it comes across an undamaged generator, it will break it after 3 seconds. If The Tank attacks towards a survivor but hits another Active Unit aside from The Charger it will stun them for 5 seconds. The Boomer will explode if hit. Stunning The Tank in this state will cause it to enter a tantrum for a short time and then chase the survivor that stunned it at an increased pace.

The Charger: 

The Charger will rush towards the farthest Generator by moving in as few straight lines as possible. Once it reaches that point it will rush towards the next target. Any survivor in its way will be trampled and injured. If The Charger hits an injured survivor in this state, they will be inflicted with the Deep Wounds status effect.

Special Ability: Endgame Rush

When the exit gates are powered, or the hatch is closed all current Units are removed from the Trial and replaced with two separate Units. The Jockey, and The Hunter. You control The Hunter by default. Each unit has separate abilities and are always active. Switching between the two can be done by pressing the Alternate Action Button (CTRL) and can only be done every 20 seconds

When being controlled:

The Hunter: 

The Hunter is an average sized creature only distinguished from humans by the animalistic sounds it makes. You move at high speed around the map. 

Pressing the Power button will cause The Hunter to Leap forwards. If The Hunter hits a wall with a leap, you can press the Power Button again in a short time span to jump off the wall in a new direction. Hitting a survivor with any leap after the first will instantly put them in the dying state. Otherwise landing a leap will Damage a survivor

The Hunter vaults Windows and Pallets much faster. 

The Hunter can crouch before leaping increasing the distance it leaps.

The Hunter cannot perform basic attacks.

The Jockey: 

The Jockey is a hunchback beast. 

Pressing the Power Button will make The Jockey jump forwards. If The Jockey hits a Survivor the survivor loses control of themselves and The Jockey can move the hit survivor however it likes for the next 6 seconds, after which it will climb off and damage The Survivor. If The Jockey hits a wall when jumping it will be stunned for 3 seconds. If the Jockey hits a Pallet or Breakable Wall it will break the object. 

The Jockey cannot vault.

When not being controlled:

The Hunter: 

The Hunter will leap and bound moving at a fast pace towards the nearest exit gate from where it was. After making it to the exit gate, The Hunter will patrol the 3 nearest Tiles at a moderate pace growling and letting off sound cues if it spots a survivor before dashing towards them. The Hunter will attack survivors that get too close to it. 

The Jockey: 

The Jockey will move around the map at a moderate speed moving towards the closest exit gate to its spawn point. If it spots a survivor, it will rush up to them and attempt to latch onto them. If it does, it will inflict the incapacitated status effect and reduce their speed. The Jockey can only be removed from the survivor by another Survivor. The Grappled Survivor cannot leave the Trial.

Perks:

Hunger of Many:

If more than 2 injured survivors are within your Terror Radius the Auras of injured survivors within your Terror Radius are revealed for 6/7/8 seconds.

Hunger of Many has a cooldown of 30 seconds

“One of those sick sons of bitches just sealed all of their death warrants!” - William "Bill" Overbeck

Desperate Pursuit:

When a Survivor is put into the Dying State while another Healthy Survivor is within 16 meters of you, Desperate Pursuit activates.

When Desperate Pursuit activates, gain a 5% haste status effect for the next 30/45/60 seconds.

Desperate Pursuit has a cool down of 60 seconds

“Holy #########! Here they come!” - Francis

Hex: Corral: 

Once the exit gates are open, one Dull Totem becomes a Hex Totem and Hex: Corral activates 

When a survivor is damaged by any means, gain a token. After gaining 4/3/2 tokens the Exit Gates become blocked for 40 seconds for every survivor that was hit. 

While Hex:Corral is active gain a cool down reduction on hit attacks of 30/40/50 %

This perk remains active until the associated Hex Totem is cleansed.

“We got inbound! They're behind us!” - Nick

Add Ons: 

Brown:

Smoker’s Tongue Barbs

Increases chance to become The Smoker at the start of the Trial by 70%

Increases the chance of The Smoker becoming active by 50%

“SMOKER!” - Louis

Boomer Guts

Increases chance to become The Boomer at the start of the Trial by 70%

Increases the chance of The Boomer becoming active by 50%

“I hear a Boomer! And it sounded Canadian.” - Francis

Lower Jaw Coated in Bile

Increases chance to become The Spitter at the start of the Trial by 70%

Increases the chance of The Spitter becoming active by 50%

"Spittin' thing!" - Coach

Witch’s Nails

Increases chance to become The Witch at the start of the Trial by 70%

Increases the chance of The Witch becoming active by 50%

“Shh… Witch. Turn it off.” - Zoey

Tank’s Callous

Increases chance to become The Tank at the start of the Trial by 70%

Increases the chance of The Tank becoming active by 50%

“Are guns even gonna work against that thing?” - Ellis

Charger’s Weak Arm

Increases chance to become The Charger at the start of the Trial by 70%

Increases the chance of The Charger becoming active by 50%

“One of those charging things!” - Rochelle

Yellow: 

Bile Boils

The Bile effect of The Boomer and The Spitter last 20% Longer 

“It slimed me!” - Zoey

Rotten Stomach

The auras of injured survivors within 16 meters of you are shown for 6 seconds. 

This effect activates every 50 seconds

“All right, let's put on our game faces, they're comin'!” - Coach

Witch’s Frozen Tears (Name Liable to Change)

Increases the wailing range of The Witch in her active state by 25%.

“Oh, there's a sound that's familiar.” - Nick

Green: 

Smoker’ Left Lung

Increases charge speed of The Smoker’s tongue shot by 33.3%

“HEEEEELP!” - William “Bill” Overbeck

Inflamed Bile Boils

The Bile effect of The Boomer and The Spitter last 40% Longer 

“They’re changing.” - William “Bill” Overbeck

Witch’s Wedding Dress

Increases direct visual range of The Witch while in her controlled state by 5 meters

“Well, this ain't the worst wedding I've been to...” - Rochelle

Charger’s Heavy-Duty Overalls

Decreases stun duration of The Charger when hitting walls by 1 second

“Charger's got me!” - Coach

Jockey’s Spine

When the Exit Gates are powered or The Hatch is closed, become The Jockey, instead of The Hunter.

“One of those little Jockey bastards is around.” - Nick

Purple: 

The Charger’s Strong Arm

When The Charger charges for more than 2 seconds any survivor Trampled will be inflicted with the dying state. The Charger is not affected while not controlled.

“Shoot the big guy pounding me into the ground!” - Nick

Tank’s Collarbone

Increases base speed of The Tank to 4.2 m/s.

The Tank will move at 1 m/s when not controlled.

The Tank’s Tantrum lasts 40% longer.

The Tank’s haste effect after leaving a tantrum is 3 seconds shorter.

“Get him off me, GET HIM OFF ME!” - Zoey

Hunter’s Hoodie

The Hunter can now perform basic attacks.

The Hunter cannot inflict the Dying state on survivors with his power.

“Ahhh! Get off me! Get it off me!” - Louis

Bloody Talons

Increases timing window for extra leaps on The Hunter by .5 seconds

“There's a Hunter someplace around here.” -  Francis

Iridescent:

Iridescent Pile of Limbs

Active Units will now prioritize injured survivors.

Active Units will gain a 150% speed increase when a generator is completed for 30 seconds

“We got inbound!” - Nick

Iridescent Vile of Boomer Bile

The Boomer does not spawn in the trial

If a survivor is damaged in any way, they will have their location shown with Killer Instinct for 20 seconds

“Fire in the hole!” - William “Bill” Overbeck

Aesthetic Pieces

  • The Killer is represented by one of the Common Zombies in the Lobby
  • The Boomer sometimes spawns as a female variant called The Boomette
  • Each Playable Zombie has its own Mori animation (Which I am not making)
  • All Zombies attack with their hands
  • (Should it ever happen) Cosmetic Items will be themed outfits, i.e., Construction, Civilian
  • Legendary Cosmetics for the Zombies showing their L4D 1 designs will be available with the Release
  • Inactive Zombies will Glow like the entity’s smoke or have the entity physically holding them in place
  • Zombies in their inactive state will idle with unique animations
  • <Smoker will lick itself, and then cough up a lung
  • Boomer with heave then bounce back up
  • Spitter will shift forwards accidentally puking Bile
  • Witch will rock in place silently
  • Tank will pad the ground with its hands
  • Charger will punch the ground like a bull>
  • Each Zombie’s Terror radius will be remixes of the songs that play if a Survivor is pinned by them (Smoker, Hunter, Jockey, and Charger), under the effect of their abilities (Boomer, and Spitter), or their theme (Tank and Witch)

End of Concept

Let me really quickly preface. I know the Addon Spread is incorrect they are supposed to be 4,5,5,4,2 but due to how this killer works I'd prefer that the brown addons (the least expensive and most common) be used in influencing the RNG without directly saying that any of the units are better than the others.

Secondly: I have a document outlining all of this concept with colors, (unfinished) Stats, and Dev Logs of stuff that I had scrapped.

It may come as a surprise that I have Never played Left 4 Dead. I want to and the world it has built is astounding enough to really draw me in. but no I've never touched the franchise. instead, I had some help with this from friends and the Wiki which placed a lot into neat boxes that I could cross reference. Some of the newer changes came from learning of how the Devs of L4D decided where to place certain enemies and the methods they used to make the horde (heh) itself more immersive.

(Most Recent Edits: Witch Power change, Quote set for Perks and Addons)

Post edited by pimin on