New killer idea: The Acolyte
Background: A twisted psychopath with a prior interaction with the entity. The Acolyte, ‘Vince Lament’ has witnessed sacrifices to the entity during a previous chapter. Since this he has exhibited a phenomenal fascination with the entity, wanting to learn more of, and potentially adopt, its power and omnipotence. The Acolyte began sacrificing animals and eventually graduated to human sacrifices to please the entity. Now his life is dedicated solely to appeasing the mysterious being. Over time his loyalty to the entity has granted him seemingly supernatural abilities to will disturbances to the environment, as a result of the entity’s appeasement.
Stats:
-115% movement speed
-32 meter terror radius
Appearance: Tall figure wearing a black hooded coat with makeshift cloths covering the face
Weapon: A worn kitchen knife covered in dry blood of various sacrifices.
Ability: Entity coup- Become excited by the appeasement of the entity. The ability button can be activated to command the entity to sabotage an item from a distance (Block a vault object, sabotage a generator, or prevent an unhook). Sabotaged generators inflict exhausted effect on anyone within 2m for 3s, blocked vaults are blocked for 6s. Ability has a 40s cooldown. Add-ons may shorten the cooldown of ability, increase the area of effect for sabotaged generators and increase duration of blocked vaults.
Perks:
Atichyphobia- Your fear of failing the entity drives you to an insatiable bloodlust. When survivors have 2 or less generators to complete, you gain a 2/3/4% speed increase (correspondent with perk level), attacks also inflict the mangled status effect.
Aura Paranoia- Always looking over their shoulder. If a survivor escapes your terror radius, they gain a 9% speed penalty for fixing, healing, and sabotaging speed for 20/23/26s. The penalty must be non-present for 40s before it can be triggered again.
Maim- Pulling a survivor out of a locker will first inflict them with a painful stab, should they then be rescued from a hook or from your grasp, they are inflicted with the broken status effect for 25/30/35s
(This is my first killer concept so let me know what you think, any feedback is appreciated)
Comments
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I really like the idea of a killer who is actually directly tied to the entity, that concept for the Acolyte is awesome! I think it makes a lot of sense that there would be a cult for the entity in the "real world". However, I'm not sure about the part where he previously escaped the entity... in my understanding, no one has been confirmed to have ever done that. Perhaps its as simple as he witnessed the survivor for the chapter being taken by the entity and then became obsessed with being taken as well, leading him to do all sorts of heinous things that eventually got him noticed.
I think the main power is a good loop-breaking power, but perhaps even too good. Maybe leave out pallets: pallets are your one safety from the Acolyte, whereas going for vaults is often a very bad idea. That changes the way survivors have to play considerably. I also don't think it needs charges if it's on a 40 second cooldown, as you should get at least one charge every 40 seconds and then what's the point of having more?
Here's an idea: the Acolyte can block a hook. So when a survivor goes to unhook another survivor, if the Acoltye is in range they can block the unhook from happening. Might be a bit too camp-y, but the long cooldown should help and it'll incentivize safe unhooks.
Atichyphobia: I'm always wary of things that will stack with brutal strength to make pallet breaking just insanely fast.
Aura Paranoia: I like terror radius perks. I think this is interesting, but the numbers might be a bit too high. 15% reduction is a LOT, considering that thanatophobia only gets there after all four survivors are injured (a lot of intentional work by the killer, whereas this is unintentional). 40 seconds is a LOT as well. Killers that have mobility such as Spirit, Demagorgon, Freddy, Billy, etc. will pretty easily get this effect constantly on almost every survivor. Also, should this effect end when a survivor re-enters the terror radius?
Maim: I'm not sure about the scratch marks part of this, because it encourages tunneling a survivor after they're unhooked. Also, I think mangled and hemorrhaged is a little overrated personally... maybe simply give the survivor the broken status effect for 60 seconds. That way they can't use insta heals and there's some poetic justice because they can't use lockers for Inner Strength.
Overall some great ideas, I like the flavor of this a lot and could totally see them adding this idea to the game as one of the unlicensed killers!
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Thank you for the feedback! I’m a little rusty at conceptualising abilities and perks, but I mainly intend to present the concept of a killer that devotes himself to the entity and interacts with it differently. I really appreciate your comment though, it’s helped a lot with the statistics of the concept, thank you!
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Check out Zenbe10's comment for some actual insight, I'm just here to add my stupid opinion. I'm not very knowledgeable of the game after all.
First off: This is your FIRST idea? This is better then many things I've made (I have 7 posts relating to concepts), and many other things I've seen in general. You did great, looking forward to any other ideas you may have.
I think the 40 second cool down for the power is a tad excessive, maybe once every 20 seconds and the timer doesn't go down in a chase? That might be worse, no idea. Could be only something to be figured out after some testing in game. Also, 2 meters isn't that much, and only for 3 seconds? Even with add-ons that will only effect Sprint Burst, and barely. There's a reason Berus Toxin (add-on for Huntress) lasts 30 seconds, even as a Common add-on. 15 seconds would probably be better suited for it. Or, since it has to do with the Entity, possibly block it entirely for 5-10 seconds? Then have an add-on to cause exhaustion afterwards. Just an idea, though. Otherwise, amazing power.
The first perk is a bit eh. It stacks with fire-up, which is cool. But only 2 gens left? I don't think perks should help the killer for failing, but I have no idea how to not completely re-work it and still change that. Good concept, though.
Aura Paranoia is cool, but see Zenbe's comment for some actual insight on it.
Maim only works with Iron Maiden, and would rarely be useful. Why only when pulled from a locker? Maybe if it worked on all grabs, and grabs actually worked it would be pretty good, though situational. But that's just about it. Just like everything else, great concept, especially for being part of the first killer concept you've made.
Over all, just like with many other things, a great idea that just needs a bit of tweaking to be great. Amazing job.
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