New Killer Suggestion (OutLast Killer) (Not downvoted to dust on Reddit)

Jocthearies
Jocthearies Member Posts: 12
edited October 2019 in Feedback and Suggestions

 (Outlast character)


Reasoning- He's a great killer and the premise suits dbd. 


Chris Walker OR Eddie Glueskin

Terror Radius - 32 meters

Movement speed - 107%

Lung Speed - 175%

Carrying speed - 107% 

Seeking Speed - 112% (During certain chase conditions only) 


Reasoning- With such a slow speed it would be odd to slow him even further for his build and characteristics in outlast. 


Chris will have 2 chase types, One which would be his first time viewing a survivor that he hasn't hooked, Also known as his "Seeking speed"


##Powers

Big ######### guy/Smarter than he looks

Big ######### guy- 


Pallets cannot stun Chris but can block him. While "seeking" he will not be able to destroy a dropped pallet. 


Reasoning- Like in outlast, There's safety behind obstacles that he simply cannot overcome. There are benefits to not chasing below in addition to reasons to weaken his chase potential the which will become clearer. 



Chris/Gluskin will one shot any survivor he punches from Healthy to dying/Injured to dying.

(Exceptions - Survivors in a locker will be put into the injured state from healthy if discovered by Chris, and Injured into a carry. While carrying a survivor Chris will not be able to 1 shot players.)


Reasoning- Like in the game, You cannot simply recover from a punch by this guy, With his slow speed and weakness to pallets he will have to play around juggling survivors and destroying dropped pallets to disable the survivors shrinking line of defenses for a fairly easy slug fest. I added the exception to lockers as his perk allows him to easily track and find a survivor in a locker. Allowing him to pull a grab would be too punishing for survivors so he has the option to bait them out with a vanishing terror radius. This would keep players paranoid as to where he is even if he hasn't realized where they are.


Survivors will not reveal their aura once downed nor scream/reveal their aura while hooked. (Essentially a stronger base "Knock out" perk). 


Reasoning- Just a small bonus to his kit, While chasing its common for survivors to hide nearby and wait for a down, With this he could already be looking for said player as they wouldn't be able to pinpoint his location as easily. 


##Glass shards

While not in "Seeking" Chris will be able to break nearby bottles over vaulting windows. This will apply the "Damaged hands" status to window vaulters. - If a broken glass proc'd window is fast vaulted over in addition to the Hemorrhage effect lasting 25 seconds, Skill checks will become 40% smaller. Damaged hands will be applied to survivors who slow vault over said window but without the initial skill check size penalty. This effect will only last one vault and can be cleared via survivor, If cleared this way will reduce skill check sizes to its minimum available size and apply the Hemorrhage status until mended. 


Reasoning- most killers need a slowing effect nowadays, This variation of it is a simple one, vaults are a very powerful part of looping and his ability to essentially cripple that players ability to jump back on a gen is very good in my opinion. 


"Damaged hands"- All skill checks get 5% smaller with each skill check hit, Unhooking a survivor with "damaged hands" decreases skill check sizes by 20% up to a maximum of 60% with this effect. Survivors with damaged hands cannot drop pallets. Survivors must seek aid from another survivor to recover from "Damaged hands" via mending.

(Mending Damaged hands takes 6 Seconds)


Reasoning- A more in depth look at the perk, Players tend to ignore status effects for gen progress which is a smart move, However with Damaged hands the player will only be able to neglect it for so long until Generators become nearly impossible.


###Smarter than he looks 

(Token based, max tokens - 3)

If a survivor escapes your chase that lasted for over 15 seconds they become the obsession and you gain a token which will consume itself if you pursue the same survivor to which increases your movement speed by 2% per token consumed. Otherwise you can spend this token by doing one of several things. (The token itself will only last 30 seconds before being consumed which will reveal the escaped obsessions aura for 1 second) Unless he discovers another survivor which will reset the timer. He can expend 3 tokens to permanently cripple a dying player (Broken status/Hindered) for the remainder of the match. (96% normal speed while hindered by this effect).


Reasoning- I like the idea of tokens, They're restrictive and easy to balance while offering creative interactions that other systems can't. With this power he will be able to gain a buff vs good looping survivors via speed from the token he gained-If he chased him long enough to prevent players from just breaking off for a free token, The auto consumption effect is to prevent an easily stacking power while allowing him to pursue that player-This also allows players to intervene as it would disrupt his obsession based proc. Lastly if he gains 3 Tokens he will gain the ability-not to Mori a player but to severely injure them. This would essentially allow him to find said player much easier. With his tokens constantly fluctuating it will be easy for players to "Ghost" him and drain him of tokens so i've added a stronger status to buff this ability via Hindered.

##Other Options

While chasing a survivor you can expend a token to destroy a pallet that has not been dropped, Consume this token yourself by hitting a generator which will apply several difficult skill checks, If missed will injure the repairing survivor. (From Healthy to injured, If injured- will apply the deep wound status) This will also remove that generators aura for 180 seconds.

Reastless- If the chase continues for 20+ seconds it will mildly decrease your ability to see scratch marks and they will disappear 0.8 seconds faster up to 1.8 seconds.


Reasoning- due to his weakness via pallet it makes sense for him to have a counter. If that player tries to loop you or took too long of a way to reach a pallet you can cut him off and destroy said pallet first. The next effect sets a generator to actually "Blow up" injuring players on it at the time of the explosion. (Disables the skill check after triggering explosion). The purpose of this is essentially to capitalize on his broken glass ability which makes them nearly impossible to hit and thus leading him to a player. Lastly the killer will actually weaken as the game progresses through long chases. If the killer chooses to hound a player they will slowly lose their ability to track other players effectively.


##Perks

Walkers/Gluskins presence alone instills fear into survivors. They will become less calm and more panicked, uncomfortable, and claustrophobic at his very thought.


What was I thinking?- Survivors will make more noise while entering and exiting hiding lockers. Survivors will make more noise while in a locker in your terror radius. After 10/8/5 seconds Survivors in a locker will not be able to perceive your Terror radius or red stain. 


Reasoning- Inner strength and the ability to sneak away to a locker is very strong as most killers wouldn't check several lockers while patrolling generators. With this perk he would essentially be able to listen in to these sounds easier and even get a jump scare by luring them out to confirm the 1 hit down. 


Stay put - Hooked survivors take 2/3/4 seconds longer to unhook while outside your terror radius. A survivor who unhooks 2 survivors becomes your obsession.


Reasoning- This allows him to pursue other survivors without the worry of resetting his tokens as a player may end up taking the obsession players spot allowing him to look for any other player-perks intact. 



Slugged - If a survivor is hit while Chris is carrying another survivor will suffer from the "Hindered" effect for 5/7/8seconds.


Reasoning- with him being a 1 hit down killer it doesn't make sense to allow him to also 1 hit survivors with a fellow survivor on his shoulder. therefore they will be slowed on hit which allows him to possibly down that player if he so chooses but doesn't remove the power for others to interfere with a hook attempt.


##Addons

Bronze - Increases movement speed by 1% when a token is consumed via obsession chase. 


Increases speed of breaking bottles by 5%


Increases aura reading through token consumption by 1 second. 


Gold - Increases movement speed by 3% per token consumed via obsession chase. 


Broken bottles last one additional vault.


+2 to maximum tokens


You will be able to avoid consuming a token from chasing your obsession 1 time per +Minimal tokens acquired. (resets once token counter reaches zero). 


Green - Increases duration of movement speed buff via token consumption by 6 seconds per token.


Tokens last 20 seconds longer before being consumed 


+ Maximum tokens by 2, Increases auto consumption time of tokens by 6 seconds per token. 


The Difficult skill checks applied to a generator can down an injured player. 


Iridescent- Gain 1 token every 40 seconds. + 1 to maximum tokens


Broken glass inflicts the Deep wound status on survivors. 


You can spend 3 Tokens to mori a dying survivor. 



##Notes

Aiming for a powerhouse killer that is meant to hound players similar to Michael myers but with advantages and disadvantages that make him more unique. Survivors will have an active deterrent in place of just finding a really good loop while he can capitalize on players by breaking off of chases early to destroy a nearby pallet or breaking a gen. 

I wanted tokens as a base mechanic because I could auto consume them to give him a stacking ability that can't normally be held on to for extended periods of time.


##Edits

Damaged hands only proc'd for 40 seconds- This is incorrect. "Damaged hands" applies until the survivor is mended by another survivor without damaged hands. (Being hooked would remove this effect).


Added hashtags for topics 


Characters identity- Chris is being debated as to wether he fits in Deadbydaylight so I've added a substitute option for those that feel this way while leaning more towards Gluskin as he is quite terrifying, more so than Chris in many ways.


Grammar corrections


Added specifications to his "Broken glass" abilities as it currently is too broad with no restrictions. - Named power broken glass to (Glass shards) to proc damaged hands and added a way for survivors to get around it.

Post edited by Jocthearies on

Comments

  • Whomst
    Whomst Member Posts: 168

    I haven’t read the whole post yet but I just want to say an Outlast chapter would be interesting. Perhaps your post would be more appropriate under Fan Creations?

  • Jocthearies
    Jocthearies Member Posts: 12

    I thought it was more for legitimate physical creations tbh