Creations

Creations

Killer Concept: The Reaper

Member Posts: 1,298

A legendary killer, known by many names; The Grim Reaper, The Pale Horseman of The Apocalypse, Thanatos, Death. The Reaper has infiltrated The Entity's Realm of their own accord to gently deliver survivors to their rightful place in the afterlife. In response to The Reaper's interference, The Entity has branded them with the Mark of Negation, severely limiting The Reaper's power, and trapping them in the realm. Using their Power: Angel of Death, they can drain the life force of survivors, making it harder for them to escape and fueling their special transformation of Apocalypse.

KILLER - THE REAPER

Name: Death

Height: Average / Tall (Apocalypse Form)

Movement Speed: 4.6 m/s or 115% / 4.4 m/s or 110% (Apocalypse Form)

Terror Radius: Undetectable / 70 meters (Apocalypse Form)

Weapon: Soul Reaper - The sacred scythe. A perfect instrument of severance.

POWER: ANGEL OF DEATH

"From The Reaper's divine ritual, the balance of souls remains in check. Though The Entity's interference is temporary, all things must die, and in time, Death will have its soul, too."

Special Ability: Necrosis

Press and hold the Power command to charge Necrosis. Necrosis takes 2 seconds to fully charge.

Once Necrosis is fully charged, release the command to release the wave of Necrosis in a 45° cone at a range of 10 meters over 2 seconds.

Survivors standing within the Necrosis area gain the Necrosis status effect at a rate of 30% per second. Once the Necrosis status effect is filled, survivors become Hindered by 3% and become injured if healthy, gain Deep Wound if injured, and go into the dying state if affected by Deep Wound.

Necrosis can stack, allowing The Reaper to put the survivor into the dying state from healthy by filling the status 3 times, and also allowing the maximum Hindered effect to reach 9% with 3 stacks. Survivors lose the Necrosis status at a rate of 10% per second, starting 5 seconds after its last application. Survivors put into the dying state do not lose Necrosis until they recover or are hooked. Necrosis cannot travel directly through obstacles, but can reach over short obstacles.

Necrosis has a 2.5 second cooldown.

Special Transformation: Apocalypse

After hooking each of the four survivors once while they are suffering from at least one stack of Necrosis, The Reaper gains The Entity's favor and is able to partially crack the Mark of Negation. Press the Active Ability command to enter Apocalypse form. The Reaper is able to temporarily gain power rivaling their strength as a Horseman of the Apocalypse. While transforming, The Reaper cannot move and takes 2.5 seconds to fully transform.

Once unlocked, Apocalypse form is available for a total of 150 seconds, after which it is disabled for the remainder of the trial. While in Apocalypse form, The Reaper's appearance changes and they become taller, their movement speed is slowed, and they gain a 70 meter Terror Radius.

The Reaper can exit Apocalypse form at any time by holding the Active Ability command for 2 seconds.

Special Transformation Ability: Grim Reaping

Press and hold the Power command to charge your scythe with the immense power of Death. Grim Reaping takes 4 seconds to fully charge. Then, press the Basic Attack command to reap the souls of survivors hit, instantly progressing their hook state by 1. Survivors hit by Grim Reaping while on death hook will have their souls severed, triggering a Mini-Mori and instantly killing them.

If a survivor is hit by the attack and not killed, they will be knocked back through a portal and teleport to a random location on the map as far from The Reaper as possible. Grim Reaping does not affect survivors' health state.

Grim Reaping has a range of 5 meters.

Each use of Grim Reaping, regardless of success, reduces the duration of Apocalypse by 25 seconds.

Grim Reaping has a 5 second cooldown.

Special Transformation Ability: From Shadows

Press and hold the Secondary Ability command to open a top-down image of the map the current trial is taking place in. The Reaper can choose a spot on the map to teleport to. If the chosen spot cannot be walked on, The Reaper will teleport to the closet available location from the selected spot. Survivors currently afflicted by Necrosis will be marked on the map. The Reaper takes 3 seconds to teleport to the selected location, during which nearby survivors can see the portal opening.

Once teleported, The Reaper has the option to use Grim Reaping immediately out of the portal with its charge time reduced to 2 seconds. Doing so will cause The Reaper to dash forwards at a speed of 7 m/s for 10 meters and use the attack.

Each use of From Shadows reduces the duration of Apocalypse by 10 seconds.

From Shadows has a 10 second cooldown.

TEACHABLE PERKS -

Their teachable perks, Hex: Hidden Messenger, Scourge Hook: Soul Calling, and Death Wish, allow them to traverse the map quietly, make healing survivors more difficult, and become extremely dangerous once the generators are powered.

Hex: Hidden Messenger

A Hex born from shadows that can't be pierced through.

  • When you hook a survivor for the first time, gain a token. For each token, reduce the killer's Terror Radius by 25%. Once all four survivors have been hooked once, gain 3% movement speed. Once the exit gates are powered, the totem is blocked for the remainder of the trial, and cannot gain more tokens.

Scourge Hook: Soul Calling

You have a sacred duty to deliver death that cannot be stopped.

  • When you hook a survivor on a Scourge Hook, all other injured survivors become broken until the survivor is unhooked. After survivors are unhooked from a Scourge Hook, all healthy survivors scream and reveal their location for 4 seconds, and injured survivors heal 20% slower for the next 30 seconds.

Death Wish

You can't escape death.

  • Once the exit gates are powered, you become immune to all stuns for the remainder of the trial. When the exit gates are opened, the Endgame Collapse is sped up by 100%.

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Comments

  • Member Posts: 1

    Wouldn't work tho

  • Member Posts: 1,298
  • Member Posts: 23

    Death is a cool idea for a killer, however this sounds pretty insanely broken. The perks are insane, the power is insane, he would destroy every lobby without difficulty because from the sound of it there is absolutely zero counterplay. Maybe think about ways you can limit Death’s abilities, which will enhance the overall quality of your idea and make it a more engaging character

  • Member Posts: 1,298

    The killer's high lethality is supposed to be balanced out by their lengthy wind-up times/cooldowns, reduced move speed/increased terror radius, and limited power usage. Positioning is key against this killer, encouraging survivors to stay around loops and vaults to deny The Reaper a hit of Reaping, while encouraging the killer to be wary of their power usage, as if they just spam it they'll turn into a basic 115% killer w/ a relatively mediocre power (though they do still have the benefit of Undetectable). Trust, I thought quite hard on how to make sure a killer w/ a power as dangerous as this fair. I think players should be fine as long as they think and don't panic!

  • Member Posts: 23

    Honestly 2 seconds of charging at an undetectable 4.6 m/s to charge an ability that has a 10 meter, 45 degree area of effect range (huge) that goes over short obstacles and rapidly applies hindrance debuffs, making it even easier to hit the ability, which leads to the dying state in about 16 seconds from start to finish is not in any way shape or form balanced. Ignoring the entire rest of the kit this is already insane. Death could have just this ability and it would already be tremendously overkill. I’m just giving feedback. It’s your concept so have fun with it, I just think it would be more fun with some more thought out limitations.

  • Member Posts: 1,298

    I see what you mean but I don't see it as that powerful personally lol. Undetectable is quite useful, but survivors who position themselves w/ this ability in-mind shouldn't have an issue (also in my head this killer is almost as loud as old Dredge lol), as they have quite a few windows of grace when playing around this power.

    2 sec wind-up to get to vaults or pallets.

    2.5 secs of no power any time the button is pressed.

    Necrosis also has to be on the survivor for the entire duration of the ability to only get 60% of 1 of 3 health states. So if I wanted to use exclusively this power to down, assuming the survivor is standing completely still:

    2 secs charge + 2.5 secs cooldown = 60% of one health state (4.5 secs), + 2 + 2.5 = 1 health state, 20% of health state 2 (9 secs), + 2 + 2.5 = 80% health state 2 (13.5 secs), + 2 + 2.5 = 2 health states (deep wound), 40% of health state 3 (18 secs), + 2 = 3 health states (dying) (20 secs).

    If the survivor is standing completely still it'd take 20 secs to put them in the dying state, but we aren't balancing around AFK survivors of course lol. Windows would will be pretty good against this killer, and getting the stun essentially guarantees you lose a stack, though pre-dropping would probably be even more powerful when it comes to denying Necrosis. Essentially survivors would be playing similarly to a short range Plague/Huntress(?) where putting any obstacles between themselves and the killer is highly encouraged.

    I did initially think of Necrosis having a smaller range though, and a bit of a movement speed decrease, either for the duration of the power or during the wind-up. So I'd probably tune it down to 7 meters (maybe shrink the cone to 35 degrees), and then have a move speed reduction during the charge to 3.9 m/s.

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