New killer concept - The Monk
THE MONK
Power:
Three monkeys chant.
The monk can cycle between three chants.
His terror radius is replaced by these chants.
Pressing the ability key will switch between the chants "See no Evil" and "Speak no Evil".
See no Evil - The monk holds his hand before his eyes, becoming unable to see survivors or their scratchmarks (he can see everything else), but he can sense them while standing still. Survivors moving while afflicted by this chant will trigger killer instinct. Killer instinct will linger for 3 seconds as the monk starts to move. Killer instinct will also excite the monk, increasing his movementspeed to 120% for the killer instinct duration.
Speak no evil - The monk holds his mouth, silencing his chant to a whisper, lowering his terrorradius by half. This doubles his lounge range but also doubles his lounge recovery.
Switching chants have a cooldown of 3 seconds.
Pressing the Special ability key will activate "Hear no Evil".
Hear no evil - the monk chants so loud that he and any survivor within 20 meters needs to hold their ears, unable to do any actions. This chant can last for up to 10 seconds and then he gets fatigued for 1 second. Hear no evil has a cooldown of 30 seconds.
Perks:
Treacherous touch
Hitting a survivor will mark them. Next time they do an cooperative action their cooperator will scream revealing their location and exposing them for 40/50/60 seconds. Treacherous touch can only mark 1 survivor at a time.
Scourge hook: Faithbreaker
Every time you hook on a scourge hook gain a token up to a maximum of 3/4/5. For every token gain a 3% bonus in sacrificial speed.
Griping fear
Working on a generator for 3 seconds while within the killers terror radius will afflict survivors with griping fear, forcing them to hold onto the generator for 1/2/3 seconds if they try to let go.
Addons:
Irridecent:
Old gods tablet: The monk can no longer switch stances himself, instead they will cycle automaticly every 15 seconds with enhanced power.
See no evil - No longer need to stand still for killer instinct to trigger.
Speak no evil- Grants undetectable.
Hear no evil - Doubles the range of the chant and no fatigue at the end.
Brothers mantra: "See no evil" doesn't trigger killer instinct anymore, but survivors are exposed while in this chant.
Purple:
Rattling beads: When switching to hear no evil, the survivors effected will scream revealing their location.
Herbal footcream: Switching from see no evil when killer instinct procs will maintain the movement speed for 3 seconds.
Bloodied hand cloths: See no evil shows auras of people out side of terror radius.
Crescent armlets: The monk can now attack to break out of hear no evil. Missed attacks still triggers fatigue. Coondown increased to 60 seconds.
Green:
Oroborro Tounge trap: Decrease Speak no evil terror radous by 15%
Umbral neckring: Increase terror radius when in Hear no evil by 33%
Muddy note paper: Hear no evil causes the hindered status effect
Orange flower insence: Increase the killer instinct duration in See no evil by 3 seconds.
Woven finger rings: Lower Speak no evils lunge cooldown by 0.5 seconds
Yellow:
Favorite sandals: Increase See no evil movementspeed when killer instinct triggers by 3%
Soothing tea: Lower cooldown on switching chants by 1 second.
Silken robe: Lower Speak no evil lunge cooldown by 0.25 seconds.
Smooth expander: Lower Hear no evils cooldown by 3 seconds.
Calming beads: Decrease Speak no evil terror radius by 10%.
Brown:
Painting powder: See no evil will now reveal people with killer instinct if they are standing still. Will no longer reveal moving people.
Reversed song notes: Hear no evil will only effect people outside of your terror radius.
Moldy tea: The monk no longer gain a lunge buff while in Speak no evil. Instead gain bonus bp for attacking in this chant.
Broken teapot: Lower cooldown on chants by 0.25 seconds.
Will probably expand to a chapter.
Thanks for reading.
Comments
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I love this. it's rare to see a concept this good and balanced from the outset. your wording is a little awkward but for the most part everything checks out to be understandable. There are tiny numbers things you can do to push this to a stronger form but for the most part they're unnecessary imo. excellent work.
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Thanks you.
I'm glad things are somewhat understandable haha. Please do tell if something is esspecially awkward grammar/spelling wise, I do want to improve on that deparment.
I do think its important for killers to be as fun to face as to play as.
Stances that changes the properties of the killer seemed like a fun way to make chases a little more interactive.
I love addons that mix up the gameplay of the killers the most. (Scratch mirror Myers/prayer tablet Plauge etc.) so i tried to incorporate those.
Once again, thanks for the feedback.
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Hey I just wanted to say, I love the concept, and it might be indeed the new Killer.
let me explain: I did the "Player Satisfaction Survey" from Dead by Daylight yesterday. And all seemed normal until i had to choose a Killer i´d like more cosmetics for. A list popped up and in it was A Killer i´ve never heard about. I will attach a screenshot, but my servay was in german, just to warn you.
So for short there is "The convent monk" (freely translated, I´m no native speaker). And after that I stumbeld across this feat. Hope it will come true.
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Wait which one is it supposed to be?
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The one between the Nemesis and "Die Künstlerin" ~ The Artist
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Oh that's Pinhead. His official Killer Name is "The Cenobite" I'm guessing German translates that way then.
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Might be, but the official german name is "Der Xenobit" I don´t know, why they should change that. I am mostly confused, because I play the game in english, so I need to look these up myself.
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