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Killer Concept - The Hook Man. (I know what you did last summer) Killer, Perks, perk builds.

Tsuu
Tsuu Member Posts: 2
edited July 2019 in Creations

We have the Ghost face, but there was another scary movie in the 90's. Not as popular, but none the less interesting. I know what you did last summer warned us that things can come back to haunt us. Nothing is buried forever. So here is my concept. I hope you like it, Please tell me what you think.


Killer - The Hook Man

Terror Radius: 24 meters

Height: Average

Speed: 110% (4.4 m/s)

Weapon: The Hook

Power: Watery Grave

At the start of the game, it begins to rain, inhibiting the survivors vision. Survivors see the Hook Man from within 30 meters. Every 3 minutes the Rain intensity grows, signaled by thunder and lightning, reducing the distance survivors see the Hook Man.

Every 3 minutes

• Rain intensity increases by 1. (max of 6)

• Reduces the distance survivors see the Hook Man by 3 meters ( 30/27/24/21/18/15)

Secondary Attack(Right Click): I know what you did...

After a survivor is rescued from a hook, the survivor becomes marked. While looking at a marked survivor, you can preform a special lunge attack. If it hits, you immediately pick them up. If it misses, the survivor loses the mark.


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Perks

Escalation: You are fueled by your successful efforts.

Gain 1/1.5/2% movement speed for each injured, dying, or dead survivor. (not hooked)

Gain 100% more Bloodpoints in the Brutality Category.


Killers Path: You always know the best route to take.

When you hook a survivor, reduce your terror radius to 0 and move 5% faster for 4/5/6 seconds.


Eviscerate: Your attacks leave devastating wounds that are difficult to heal.  

Wounds inflicted by successful attacks are faced with a tremendously difficult Skill Check.

Failing the Skill Check results in an additional 3/4/5 % healing regression. Succeeding the Skill Check grants no progress but prevents screaming.


The Hook Mans perks are designed to help close the gap after successful attacks and hooks. They do not help in the initial chase however. Killers Path lets you find your way to your next victim faster, and without alerting them. Eviscerate provides something similar to sloppy butcher and Nurses calling, but for killers with a small Terror radius.


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Addons

1: Start the game with one extra Watery Grave Intensity.

2: Start the game at Watery Grave Intensity, but do not gain more levels.

3: Do not gain Watery Grave Intensity throughout the game. Press LAlt to gain maximum Watery Grave Intensity for 60 seconds. 120 Second Cooldown.

4: Gain 1% Movement speed for each Watery Grave Intensity.

5: 'I know what you did' gains a slightly increased Lunge.

6: 'I know what you did' gains increased lunge, but longer recovery.

7: One survivor starts Marked.

8: Survivors have their hearing impaired very slightly for each Watery Grave Intensity.

9: Survivors have their hearing impaired slightly for each Watery Grave Intensity.

10: (very rare) Watery Grave gains 1 max Intensity. You start the game with 1 extra Intensity.

10: (Iridescent? Ultra rare) survivors cannot see anything further than they can see The Hook Man. (balance?)

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So, what does this killer do?

The Hook man is not fast, at only 110% move speed he is the same as the huntress, but without ranged attacks. He does however have stealth, as Watery Grave prevents survivors from seeing him from farther than 30 meters away. This is not his terror radius however, which is fairly small (24m). This allows you to get in close, especially with Monitor & Abuse (16m), which would help a lot early in the game, not Myers small, but small.

Getting the first hit in is the easier part, getting the second hit is the real challenge.


You could run a slugger build, with Franklin's Demise, Sloppy Butcher, Escalation (The Hook Man's perk). Nurses calling would not work well on him due to his small terror radius, so Eviscerate (The Hook man's Perk) Could substitute, as it does not depend on a terror radius. Stacking a few hits with Escalation could give him the speed to chase down his targets.

Alternately, using The Hook Man's power to the fullest, you can run a build to stall out the game as long as possible. Running perks like Overload, Pop goes the weasel, Barbecue and Chili, Discordance, and Monitor and Abuse to help sneak up on survivors. (Wounded survivors are less likely to do gens with stealth Killers.) Stalling the game until 15 minutes allows you to get the maximum benefit out of Watery Grave. Survivors seeing you at 15 meters (45 feet, balance pending) turns you into a jump scare machine. At that sight range, you can fallow survivors, while they can't even see you, allowing you to loop around to the side and cut off escape routes without them knowing. Hook a few survivors, then when they are rescued, abuse 'I know what you did...' to instantly down the rescuers. The auto pickup saves valuable time, allowing you to rehook and continue on in a short amount of time. (If you don't miss...or dead hard). This playstyle is also anti-tunneling, which is more fun for survivors. This plays a lot like a single use make your choice.

Overall Killer Strengths and Weaknesses

Strengths: Stealth, small terror radius. Easier First hits. More powerful the longer the game lasts.

Weaknesses: Getting downs, especially the first few. Aura reading ability, like spine chill and Obsession are very bad for this killer. Slow base move speed can cause issues for non experienced killers, and loops in general.

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Let me know what you think. Thoughts, ideas. Balance issues. Similar concepts. Anything really.

Post edited by Tsuu on