Chapter Idea: The Witch (Killer/Survivor)
The Witch
Power (Spellweave) - Uses a wand to channel and cast a spell projectile, similar to plague (also suffers similar slowdown on cast) that eventually causes "terrified" status effect once survivor "fear" Meter is fully complete.
(Fear goes down if The Witch does not fully Fear the survivors).
Terrified Status effect:
- Once survivors become Terrified, they are "oblivious" to the Witch, meaning they cannot see her red stain.
- Survivors will also periodically scream and give away their location. Survivors scream when they run into another survivor.
- Terror eventually will go away on it's own, but other survivors may briefly channel to comfort you and break you out of terror.
- Those suffering from Terrified also will: Hear The Witch chase music and heartbeat faintly until they are no longer terrified.
Witch's Brew - The Witch collects the blood of her victims to brew her special concoction. After downing a survivor, The Witch may briefly channel to collect blood from them and put it in her vial. Once The Witch has collected samples from each remaining survivor, and taken them to her cauldron, she may brew up a Potion. Consuming the Potion gives off a loud sinister chuckle from the witch, alerting all survivors.
- Lasts 60 seconds base
- Survivors who were effected by "Terrified" while Witch's Brew was consumed are exposed for duration of Witch's Brew
- Survivors who are not terrified, are put into Terrified status.
How The Witch plays out in a normal match:
- The Witch is similar to the plague in that she wants to use her Spellweave on survivors to put them into the "terrified" status effect.
- Survivors can perform well against The Witch if they are able to successfully delay being terrified by dodging spellweave around jungle gyms, or gaining distance from The Witch so they are out of range of her spellweave.
- Once terrified; however, survivors are no longer able to see The Witch's Red Stain, making her deadly when she isn't in line of sight.
- Survivors will want to run to safer, standard open area tiles where they can always have an eye on The Witch. She still has to hit you twice as standard, so it gives plenty of room for survivors to run tiles and have a good chase.
- The Terrified status brings in elements of Doctor, where you scream and give away your location periodically, and freddy, where other survivors can snap you of of your terror. Being "oblivious" to the Witch makes it so you have to be careful about what generators you do, or gives you incentive to heal or be brought out of terrified because the Witch can get the jump on you.
- Witch's Brew is a power that is somewhat similar to Plague or Myers. The Witch, outside of Witch's brew, has to always hit you twice during a chase. However; with good management of putting survivors into "Terrified", The Witch has the oppurtunity to 1 shot survivors.
- Putting everyone into the Terrified status, at least, gives her time to get downs or hits where she otherwise wouldn't due to her stealth during the terrified status.
Witch's Perks:
Invigorated:
After hooking a survivor, gain 10/15/20% bonus MS for 15 seconds
Sinister exposure:
After finishing a heal on a friendly survivor, Survivors who completed the heal suffer from exposed status effect for 30 seconds and have their aura revealed to the killer for 3/4/5 seconds
Rigorous Effort:
After completing a generator, the survivor suffers from the exhausted status effect for 30 seconds
Survivor: I don't really have much to say other than general character design but the character I have in mind is a younger female who is being hunted by the witch to consume who is stronger/more resourceful than they appear/think of themselves.
A Second Chance:
Once during a match, when injured by the killer, activate the perk to burst out into a sprint for 3/4/5 seconds at 150% speed. Survivor does not leave scratch marks during this period and suffer from the oblivious status effect for 60 seconds. Survivor is also exhausted for the rest of the match.
Devious Tactics:
After healing a friendly survivor one health state, neither you nor the survivor you healed leaves scratch marks for 15/20/25 seconds
Martyr:
Once The Exit Gates are powered, you suffer from the exposed status effect and may be killed. Your aura is revealed to the killer for 4/5/6 seconds (regardless of being in a locker). All remaining survivors see the killer's aura for 8/9/10 seconds and are granted haste for 60 seconds at 5/6/7%
Hi guys,
Thank you so much for reading if you made it this far. This is just a little neat thing I whipped together over the course of a couple weeks. I'm interested in hearing your thoughts from any of the perks or the power of the killer. I appreciate any discussion as I think the idea itself is at least OKAY.
See you in the fog -
kIsses
Comments
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I like the ideas, I also like how some of them such as martyr are high risk high reward which I like in a perk! Great job!
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Ok first of all, Oblivious is an existing status effect. So don't use the term.
But second of all and more importantly, this Killer is completely outclassed by the Plague.
Here, lets compare the 2 powers:
Witch:
- Partial fear goes away over time
- Terrified Survivors are easier to track
- Terrified Survivors are SLIGHTLY worse at tracking the Killer
- Terrified status can be removed with a channel for free
- Terrified status is removed over time
- After several downs the Witch can preform a channel at a specific location to expose terrified Survivors
Plague:
- Partial infection goes up over time
- Infected Survivors are easier to track, even partially infected Survivors
- Fully infected Survivors are immediately broken
- Infection status can be removed with a channel at a specific location at the cost of giving the Plague corrupt and alerting her if your location
- Infection status remains forever and will even spread if not cleansed
- Once per game and an additional time per cleanse the Plague can preform a channel at a specific location to become OMEGA HUNTRESS
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You're right I shouldn't use the term. I just couldn't think of a term off hand and to be honest it wasn't the most important thing to me, more so what it does. It's not a completely fleshed out idea.
Your analysis of the powers is right - there are many similarities between the plague, but how they play out in game is drastically different. Let me explain:
Both Plague and Witch spend time "infecting/terrifying" survivors.
Infection does not effect the standard chase at ALL other than making them one health state less. Terrify makes them unable to see The Witch's stain, this effects how survivors loop/run tiles against the killer. It's drastically different inside of a chase.
infection give perma broken status throughout the game, except if survivor plays poorly, is on death hook, or at the end of the game to make a game saving play.
Terrify is more of a MIX of playing against Ghostface as you have NO red stain, and doctor "having perma witch's chase music" and confusing you with where they are, the idea is to not want to be terrified like Madness T3 and Dream from Freddy. People don't care about being infected, they should be wanting to be "unterrified".
As for Secondary power, I think it's more closely linked to Myers or Ghostface, but it is meant to be around the same strength as Myers/Plague in terms of how it plays out in game.
Again, I do think there are a lot of similarities but to say she's a "worse plague" isn't just imo but we can agree to disagree!
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Hi there! Thank you so much on your compliment regarding the perks.
You're right, her powers do take heavy inspiration from other killers existing in the game.
Her Secondary power, Witch's Brew, is supposed to play out a lot like Myers/Ghostface due to her being limited to melee attacks, but still terrifying due to her Stealth in this mode! While not having great map pressence like Oni, boy oh boy would it be a scary 60 seconds.
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Look. No red stain resolves like doing a red glow mind game every time you round a corner. Which is helpful, but I can always just ACTUALLY do a red glow mindgame every time I round a corner. Especially if I'm plague and the Survivor is sufficiently noisy that I don't really need sight to help me.
Ghostface is threatening because he has full speed undetectable that he can attack out of and expose out of. Not having a red stain in a chase is only a very minor help and Survivors just loop you like normal. I would know, I play a lot of Ghostface.
Myers meanwhile is threatening because of his enhanced base stats. If his T3 didn't have an extended lunge and his T2 didn't have a 16 meter TR he wouldn't be a good Killer.
Doctor is threatening because of a combination of stall, tracking and his M2 being effective anti-loop. The madness effects are nice but are just the cherry on top, rather than what makes him a threat in the first place.
This Killer has some tracking, some minor annoyances and an impractically conditional exposed effect.
Ghostface gets a 45 expose after staring at someone for 2.5-5 seconds. Myers gets a 60 second expose after staring at someone for 6 seconds. This Killer gets a 60 second expose after 4 downs, 4 prerequisite channels after each down, applying an easily removed status effect and then preforming a 5th channel at a specific designated location.
And since broken is exposed but with better perk synergy and a tracking component, that means Plague can skip everything but the "applying a status effect" part and get the same payoff but with no time limit.
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Just out of curiosity, is this based on the Robert Eggers movie or...
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