Survivors and Killers exchanging their roles
Claudette Morel: the Botanist
Speed: 4.6 m/s | 115%
Terror Radius: 32m
Height: Average
Power: Botany Knowledge
You have a good understanding of the plants spawned in the trial ground. You can see useful plants highlighted in yellow. These plants are randomly generated across the map.
You can spend 4 seconds to use the ability by holding Active Ability Button. You pick up some plants, turn them into potions and apply them to your weapons or drink them. There are 3 kinds of potions.
(1) Pepper: Much more pain is caused when you hit a survivor with your basic attack. The groans of pain of the survivor you hit next are increased by 40% until fully healed; skill checks when healing become moderately more difficult.
(2) Clover: In the Entity’s realm, all plants are cursed. Clover is no longer the sign of luck, but the sign of ominous. The next survivor you hit cannot succeed escape attempts. Additionally, when the survivor searches a chest, the item will not be rarer than Uncommon. This prevails over the effect of all perks and offerings.
(3) Poppy: Drinking this makes you more excited. Your recovery time after being stunned or blinded is reduced by 30%. Besides, you are granted a 5% Haste status effect for 30 seconds.
You and your weapon can only be affected by one potion at the same time.
Add-ons: [Update 1]
Withered flowers (Common): When Clover is applied, the item will not be rarer than Common.
Plant root (Common): Slightly reduces the duration of processing the plants.
Insects’ bodies (Uncommon): When Pepper is applied, skill checks are considerably more difficult.
Willow leaves (Uncommon): When Poppy is applied, the recovery time is reduced by 60%.
Glass bottle (Rare): You and your weapon can now be affected by one more potion.
Ricinus communis (Ultra Rare): This lethally toxic plant can cause fatal injuries. Once per trial, when Pepper is applied, the hit survivor will automatically enter the Dying state 15 seconds later.
Opiate (Ultra Rare): This drug gives you unexpected energy. Your movement speed is increased by 12%; you break pallets and vaults 30% faster. However, this excitement comes at a cost. Scratch marks are no longer visible.
Perks:
Empathy: You always know those who are deeply affected by fear. Every time a survivor enters your terror radius, you can see their aura for 1 second. Empathy has a cooldown of 40/30/20 seconds.
Obsessed Caring: You become obsessed about survivors caring for each other. Every time a survivor is hit, you gain a token. For each token, the healing speed of all survivors is reduced by 1/1.5/2%. When you reach 10/9/8 tokens, once you gain a token, all injured survivors suffer from the Broken status effect for 20 seconds.
Unsocial: You dislike being the focus of others. If you are looking at a survivor and the survivor is looking at you, you are granted a 50% Haste status effect for 2 seconds. Unsocial triggers Exhausted status effect for 60/50/40 seconds. Unsocial cannot be used while Exhausted. You will not recover from Exhausted while in a chase.
Philip Ojomo (previously the Wraith)
Perks:
Wailing Bell: You cannot bring any items into the trial. Instead, you bring your Wailing Bell with you. You can ring the Wailing Bell. During the 2-second ringing, you run at 2.02 m/s; after the ringing, you run at 5.06 m/s and are nearly invisible for 2/3/4 seconds, and you do not leave scratch marks and blood trails for 4/6/8 seconds. Wailing Bell triggers Exhausted status effect for 60/50/40 seconds. Wailing Bell cannot be used while Exhausted. You will not recover from Exhausted while running.
Shadowborn: Born in the shadows, you can hinder the sight of the Killer. The Killer's Field of View is decreased by 9/12/15 degrees. Field of View losses do not stack.
Prey: Your instinct of being a prey hints you about the Killer's whereabouts. An arrow will give you the hint of the direction of the Killer while you are in a chase. When the chase finishes, Prey causes the Dizzy status effect for 60/50/40 seconds. Prey cannot be used while Dizzy. You will not recover from Dizzy while in a chase or doing skillful work.
Sally Smithson (previously the Nurse) [Update 1]
Perks:
Last Breath: Serving as a nurse, you have collected hundreds of patients’ last breaths. You bring a vial of the breaths into the trial at the cost of slowing down running speed to 3.8 m/s. The vial allows you to blink through the Spirit World, travelling at most 12m. Blinking, a painful action, will cause you to scream for 2 seconds, revealing your position to the Killer. You will also become Exhausted for 60/50/40 seconds. Last Breath cannot be used while Exhausted. You will not recover from Exhausted while running.
A Nurse’s Calling: You can always sense those in need. While in a 12/18/24m range of an injured, dying or hooked ally, your movement speed is increased by 5%.
Hex: Stridor: When there are 2 or more survivors injured, dying or hooked, groans of pain will be 50% louder, but will be 12/16/20m away from the real position. This perk’s effect persists as long as the related Hex Totem is standing.
About Hex
10 totems will spawn in a trial. The Killer can now destroy totems with a hit, while survivors still need to cleanse them. Neither the Killer nor the survivors know if a hex totem is related with a survivor or killer’s perk. If more than one survivor used the same hex perk, only 1 dull totem will be turned into hex.
Comments
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This is brilliant! I want to see more of this, where the killers and survivors swap roles, having powers and perks based on what we know about them. Although, if wailing bell were a perk, it should be an exhaustion perk, with a ringing movement speed closer to 3.4 m/s, a slightly shorter ring time and the 5/7/8 seconds should be 4/6/8, to be double the cloak time from the perk.
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Thanks for advice! Yes I agree that it should be an Exhaustion perk and the times needs adjusting. But I think 2.02 m/s is walking speed and you cannot ring when you are running.
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