http://dbd.game/killswitch
New killer idea: The Assimilation
A while back I read a few posts depicting that BHVR refused to add any Shapeshifting killers, now that's all fine and dandy but I love myself some of John Carpenters: The Thing. Here is my take on balancing the idea of the killer against swf and transforming it into less of a who's who and more into a deadly force.
Assimilation mechanics:
First of all, I want to get assimilation and all that out of the way. When a survivor is assimilated, they have no clue of knowing if they are assimilated (Other than a slight clue where they won't make noise when falling) Survivors can however perform a blood test when packed up with more than one survivor (No need to be injured). If the survivor does so happen to be tested and appears to be assimilated, the survivor will also lose any infection, the killer will teleport out of the blood and be able to instantly attack (The killer will not be able to infect anyone again until after 30 seconds and until they drop chase. This is to stop a survivor instantly being reinfected)
But what does it matter? Assimilation doesn't sound too bad, right?
The killer will be able to take control of the last person assimilated within their terror radius or any survivor within eyesight in their terror radius (This comes into play later). When a killer is controlling a survivor, they can vault windows and slide over pallets (They can not drop pallets) and also damage other survivors, the survivor is also sent into the Incapacitated state and their blood is visually green (For any alert survivors wondering if the survivor charging them is just looking to give them a hug or not). The survivor is forced to un-assimilate themselves which takes about 15-30 seconds. If they do not un-assimilate within 90 seconds, they will go down. After un-assimilation, the killer is stunned for 2-3 seconds (Same duration as the Legion stun)
That's a neat mechanic, but what about the actual killer?
Similar to The Shape or Nemesis, the killer has three stages. In the first stage, the killer has no terror radius/red stain and has the appearance of a normal survivor (A legendary cosmetic would change this to be the appearance of an assimilated character from the movies). After a missed or successful basic attack, your hand will become disfigured (Tentacles showing out) and they will make a slight off noise. While in stage one, you will also be able to repair and infect generators, generators that are infected remain infected for 90 seconds. Injuring a survivor will have a great chance to infect the survivor.
Stage 2:
After two infections or two injures, you will reach stage 2. In stage two the killer will have a normal terror radius and a slight speed increase (Finally able to assimilate survivors). The killers appearance will also drastically change to something more monstrous but the origins will still be recognizable
Stage 3:
After killing a single survivor, you will reach stage 3. In stage three the killers terror radius will seemingly cover the entire map and the killer will become a complete abomination.
Edit: The killers Assimilation power has a time limit of a minute between each use
Comments
-
Another tidbit about the stage 1 speed. The killer will be slightly faster, or the same speed as the Nurse
0 -
The blood test idea is so good for the source material. If we were gonna do a survivor for a The Thing chapter, the obvious choice is MacReady, but for more meme potential the survivor could be Garry. https://youtu.be/bLZky9aMQTg
1 -
Haha, man do I love the thought of survivor counterplay too. It might need to be a choice action whether or not The Assimilation teleports (Similar to The Hags phantasm traps). My greatest fear would be survivors summoning the killer mid chase
0 -
I love the creativity!
Not sure about how this mechanic would be implemented. Seems stuck between sorta viable and kinda unfair ?
I would love to see it in action though!
0 -
It would be very situational in where the killer punishes survivors for sticking together and does an excellent job at keeping the other side injured.
0
