New Killer Idea
Alright, here is my idea for The Werewolf killer.
The Wolf would have an initial prowling stage, were he follows scent trails rather than scratch marks in the early game to build up a power similar to Mikey or Oni. The power will passively fill at a moderate rate while in prowl, but will be faster if following trails. Scent trails are constantly visible, but will change depending on the survivors actions. Crouching scent trails will be closs to the ground, running would be higher in the air Ect. He is stealthed while prowling, and moves on all fours. He can quickly exit with a switch to enter a normal state similar to the pig. The Wolf can move normally while Prowling, and can build up his power while moving, however he can not attack while on the prowl. When the power is built up, using it releases a howl that causes Survivors to be revealed in someway, and he goes into a berserker state. While in Berserker state, The Wolf can charge up his Melee attack. The fully charged attack will break pallets, and will have a slightly longer lunge (Missing this attack will have slightly longer cooldown then normal attacks). When hitting a survivor in this state they will be in the broken status or possibly a new status effect for a time (A status unique to The Wolf would be preferable). While charging this attack, if you are in range of a window you may activate a jumping attack through windows and hit survivors in a reverse cone shape (The closer to the window, wider the hit box), but there is a penalty if missed ( Such as swinging wildly around the area like Leatherface when he misses a chainsaw, but for not as long). Makes windows unsafe, and it gives both parties a lot to consider.
A perk called Beastly Mauling, could be that when a survivor is put into the dying state from the injured state, they can only be picked up by another person (For up to a certain amount of survivors, if four people are alive amd all are down it will NOT be active. If only Three are down, and One is Up, it WILL be active). While in the dying state, the bleed-out timer is extended or stopped. This would be a hard counter to Adrenaline, Unbreakable, No Mither. It would benefit the perk For the People.
The second perk would be named Cold Bite. When a survivor is Healing or Being Healed, they will face a tremendously difficult skill check (Kind of like Overcharge). If the survivor misses the skill check the killer will be able to see the survivors aura for three seconds.
The third perk, Monsters Hunger, is an obsession perk. After putting the obsession in the injured state, all other survivors within range of your terror radius will suffer the exposed status effect for 20 seconds. This perk can only be activated every 120 seconds. This perk would hopefully be used by killers to punish people who are just following around for the save, and would encourage more survivors to be off doing another objective instead. This perk does not activate if the obsession is put into the dying state from healthy. I am questioning if lockers should counter this perk. It would be very strong on Doctor, but it is risky to use Static blast mid chase and it requires survivors to be within the terror radius.
Couple of those seem really strong, but I think it would work out very nicely. Feedback greatly appreciated. I have gotten to purple ranks on both survivor and killer so I am not the best, and I would like the wolf to be as Balanced as possible without taking away the feral nature that he brings.
Comments
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I myself want a new status effect rather than broken status. It would bring something fresh into the game, and make The Wolf seem different from just a Demogorgon copy.
Post edited by BloodMistHunter on0 -
Update: This post is slowly being added and changed, but new ideas are greatly appreciated.
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