Rework of the Blight's ability

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Gammazeta430
Gammazeta430 Member Posts: 12
edited August 2020 in General Discussions

We currently have an uninspired ability (no offense!) for a very cool Killer lore and visual wise. To add a unique twist on his gameplay BHVR could shift gears and focus on him being an actual alchemist. The following suggestions all fit into the current game's framework as other Killers have similar mechanics.

His ability should involve using blight flowers growing randomly around the map. With these, the player could produce various concoctions.

*For the Killer:*

1. Blight flowers are bright and various colors, representing different effects

2. Blight flowers take 3 seconds to harvest

3. The Blight has two slots in his beaker to combine harvested flowers, add ons can increase slots which increase durations/potency of concoctions

4. Concocting takes X seconds depending on type - add ons could decrease time

5. Certain concoctions can be thrown like The Clown's bottles

6. Concotions which improve the Blight's movement speed suffer a recovery moment if a survivor is not hit. Ability stops once a survivor is hit.

*Types of effects by mixing blight flowers*

A. Blocks one generator from repair/regression for X seconds

B. Increases movement speed from 110 to 115-120 for X seconds

C. Enables one current sprint ping pong burst

D. Slows repair speed on 1 generator for X seconds

E. Increases regression speed on 1 generator for X seconds

F. Must be a direct hit: Heals an injured survivor 1 level and grants a 3 second sprint burst. That survivor's aura is now periodically revealed for two seconds over X time (or instead could be: survivors in a 1 meter radius of that afflicted survivor have their auras revealed for 2 seconds)

*For survivors*:

1. Blight flowers reappear randomly but can be destroyed similar to totems. Destroying a flower takes 6 seconds.

The point would assist in creating a lore friendly, unique Killer. His ability encourages survivors to interact with the map, adding more depth to the match. Given his reduced speed to 110, his focus would be to slow the game and use actual alchemy to take down survivors. Plus, players could have fun experimenting with the concocting ability to discover more effects. I'm still hopeful that he will get an overhaul like Freddy in the future or before official release.

Thanks for reading!

Comments

  • Gammazeta430
    Gammazeta430 Member Posts: 12
    edited August 2020
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    No need to attack someone providing suggestions to a PTB. Innovation is how the human race improves. If we all sit back, accept whatever is given to us and dismiss any dialogue we will never progress.

    Also, if you actually read the rework proposal past the title you would you see it does not "erase their work" but rather adds depth to improve gameplay.

  • Valor188917
    Valor188917 Member Posts: 649
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    This killer is unredeemable and will have to be reworked sooner or later.

  • pseudechis
    pseudechis Member Posts: 3,903
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    He is a mad looking killer and the idea is great but after watching some gameplay videos, the 'ping pong' hits seem weird as a mechanic.

    Your idea is probably not feasible as its a complete rework, not just a tweak but a whole redesign of the killer and their power so that is probably not gonna happen.

    Its not a bad idea though, couple of caveats within the confines of this game's mechanics, you are basically changing him into semi clown clone. With the added issues that he now has the disadvantages of both trapper and clown in that he has to find and harvest the flowers and mix the bottles. While creating a genuine alchemy element, that amount of downtime alone would make him completely nonviable.

  • Gammazeta430
    Gammazeta430 Member Posts: 12
    edited August 2020
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    Good points. I'd say the rework could be done post-release, like Freddy was. The abilities would have some similarities to Trapper and Clown, however the buffs provided could make up for the time harvesting/concocting. Those times could also be significantly shortened.

    In the end the different aspects of alchemy would also cater to different playstyles and provide a high skill ceiling. For example, Those who want the current speed, generator control or attrition by slowing the game down.

  • Seiji212
    Seiji212 Member Posts: 183
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    No this guy hit the nail on the head. An accurate assessment of what you are suggesting isn’t an attack, it’s an observation. It’s far more feasible to suggest changes to what they’ve already poured time and money into than to offer, well, what was already stated- a complete rework. That would be unreasonable. Which isn’t to say your ideas aren’t interesting, just that you may as well attach them to a new killer idea because what’s done is done.