A Killer-power Revamp Update?

Jace233
Jace233 Member Posts: 20

I think a lot of the killer powers have become worse (and therefore boring to play) than they previously were over time due to various nerfs and survivor buffs. Maybe a chapter dedicated to revamping the killers seen as underperforming/boring? I think the idea should be that each killer has 2 abilities instead of one. I think this is better overall that just changing addons or perks, it'd really make the game a lot funner to adapt to/re-master old killers. Anyway here are my ideas.

1) Trapper) Bear-throw - Able to throw a chained beartrap and have it latch onto someone. Cannot move, 3 second charge time, uncharged hatchet projectile speed, 16 meter max range, uses one carried trap and is deposited onto the ground afterwards whether it hits or misses. If it hits the survivor they instantly become wounded and trapped.

So basically a high risk, high cooldown, shortish range insta-down ability.


2) Wraith) Phantom Speed - Can now press shift to uncloak himself at a much slower pace but gains up to a 3 - 5 second speed boost once uncloak is complete. Speed boost duration depends on how long it was charged and the wraith must be immobile while performing it.


3) Hillbilly) Frenzied Charge - The Hillbilly can press shift to start revving his saw and has no limits on his turn-rate in his next charge. This will overheat the saw at a 300% greater rate but allow turning that is otherwise impossible. The Hillbilly cannot cancel this ability once it is started and must remain immobile while it is charging. Upon reaching max overheat, the ability is canceled.

This i think would make him so much more fun, an incredibly risky and shortlived ability. Because he is immobile, the survivor being chased can get a better position to try and make himself harder to hit. Because of hillbillies massive speed, it will be incredibly difficult to navigate properly without colliding into something. And lastly, this would actually justify his saw having a overheat meter.


4) Huntress) Hatchet Frenzy - By pressing shift the huntress can throw all available hatchets at max speed in quick succession. A 3 second charge time and the huntress remains immobile while using this ability. And cannot be canceled once started, similar to the tricksters special ability.

This might sound overpowered, but given her slow speed and that she is immobile, it would just make her funner more than anything, not much more dangerous. This would really be fun with aura reading abilities when used at a distance.


5) Deathslinger) Charged shot - The deathslinger will now automatically reload at a faster pace after every missed/successful shot with his standard speargun attack. However pressing shift will cause him to enter into a 3 second animation and load a gunpowder cartridge into his redeemer. The Deathslinger will move at 100% survivor speed (down from 110%) while this gunpowder cartridge is loaded. This has an unlimited range and damages a survivor for one health state on hits. It can also be used on generators to cause them to explode for 5% progress and start regressing. Does not apply generator regression perks on hits.


6) Nemesis) Sprinting Roar - The Nemesis can hold down shift for 2 seconds to start sprinting at Oni's speed and once shift is released, Nemesis will stop and roar for 3 seconds causing all survivors within 24m to scream and become incapacitated for up to 3 seconds.

No need to fix zombies, just this and he will be golden IMO.


7) Pinhead) Hellfire Chain - By pressing shift, pinhead can now summon a special chain that when hit by, will damage the survivor for 1 health state and unlike his ultra-rare addon, can down survivors with it. This chain has increased projectile speed and no power cooldown. Only caveat is that this can only be used when chain hunt is active and becomes disabled once the box is solved.

Just a small buff for Pinhead because of how underwhelming chainhunt is.


8) Onryo) Condemned levels

Level 3 condemned - Survivors can no longer see the Onryo when she is in ghost form at any distance, but can see her while she starts materializing.

Level 5 condemned - Survivors are exposed


9) Wesker) Speed Mutation - By pressing shift within 2 meters of an infected survivor, wesker will grab them and initiate a mutation phase by extracting it back into himself. The survivor will be released unharmed and lose infection status. Wesker will gain an additional virulent charge token up to a maximum of 5 for every instance this is done.



And

10) Knight) Needs a full rework, the biggest issue by far with him and that his power can only be used defensively, despite the fact that killer is an offensive role. My proposed idea.

The knight should be similar to Oni with a resource meter that collects blood orbs by holding down shift on wounded survivors. Once the meter is full he can summon an improved version of 1 of the 3 guards to patrol the map until a survivor is found. They will patrol all unfinished generators in random ways, moving back and forth unpredictably. The Knight can still gain blood orbs while a guard is on patrol. Guards being summoned will drain 1 blood energy per second out of 100. All guards will move at different speed with details below. And you MUST remove the detection range lines or this has no chance of working.

The flag should still exist and can be picked up by any survivor coming into contact with it and it will cause the summoned guard to disappear as well as an 8 second haste boost for the survivor. At 10 seconds of a guard being summoned, the flag aura becomes visible at 8 meters, up to a maximum of 24m visibility after 60 seconds. With all this in mind, it will be important for the knight to summon the flag somewhere survivors wont initially look/run into to keep the guard active as they will be vastly improved of how they are now. All guards will now prioritize breaking pallets over chasing survivors.

1) Carnifex - Moves at 105% speed and breaks pallets in 2 seconds. The carnifex also insta-downs any survivor he hits. Will vanish after downing a survivor.

2) The Assassin - Moves at 115% speed, and causes deep wounds on hits. Upon inflicting deep wounds on a healthy survivor, he will abandon chase and continue looking for other survivors. Will vanish after downing a survivor. Breaks pallets in 4 seconds.

3) The Jailer - Moves at 110% speed and as well as an increased detection range, will be alerted to a survivor based on scratch marks/bloodstains on the ground even if the survivor is not in visible range.