Bloodbath on Mill Creek Chapter " BUTCHER " - Killer Idea - (Updated V9 Finished)
Art done by " Cageyshick05 " on Deviant Art
Chapter Title: " Bloodbath on Mill Creek "
Introducing " THE BUTCHER "
Real name: Unknown
Back Story: Unknown
Map: " The Slaughter Den " | Mill Creek Country Side
Outfit:
Head: "Makeshift-Mask" - An old burlap sack with holes cut into it are adorn on this homicide maniac, it hides his menacing eyes.
Outfit: "Mill Creek Abductor" - Denim Jeans, a Red Flannel, Black Mechanic Gloves, and a Black blood covered apron, just the right attire for a night of kidnapping and slaughter.
Weapon: "The Tenderizer" - A mallet that's not unfamiliar with how it feels to bash in skulls.
Power(s): Gruesome Intentions
Passive Ability: "Pocket Flashlight" - Reaches out further than the Red Stain, lightens the environment in front of you. Can not be affected by any addons.
"The Pursuit" - Press the Action button to sprint at 180% movement speed for 5 seconds, have a brief pause for 3 seconds and then press the action button again to chain your sprint for another 5 seconds. Power will recharge after 10 seconds once one sprint has been used. Turning is decreased to Hillbilly and Blight's level of turning when using said power. Press M1 to have a 10% increased lunge attack when using this ability, a missed attack will have you enter a fatigue state for 3 seconds, a successful attack will have you suffer a fatigue state for 2.5 seconds.
"Hunter's Strategy" - You're able to set up and arm traps around loops, gens, hooks and totems to protect your things and make the chase way into your favor. Traps include:
"Trip-Wire Alarm" - The killer will have 3 trip-wire alarms, If a survivor interact with one of the object trapped with a Trip Wire Alarm, it plays a loud notification sound and reveals the survivor's aura for 5 seconds. If a Trip-Wire Alarm is activated, the Butcher gets the Undetectable status effect for 25 seconds
"Poison Fumes" - Set this trap around loops for survivors to trigger with motion sensors whenever sprinting, will cause them the hinder status effect and will make them vomit blood, after getting injured or walking into the fumes while injured they will be affected by the hemorrhage for 45 seconds (does not stack with anything else), the survivors Aura will be revealed for 3 seconds once they escape the fumes.
"Puncturing Booby Trap" - Can be set around windows, halls, doorways, and pallets if a survivor interact with an object trapped by the Booby Trap, the survivor is damaged by the trap, receives the Mangled status effect and Killer instinct reveal their location for 1.5 seconds.
A power box for some of the traps (mainly Trip-Wires) will always be in the basement, however a survivor either needs a tool box or has to find small tools scattered around the area to disarm them.
Addon-Influenced Power: "Mother" - Mother is a slow patrolling AI that will move all round the map, going up stairs, downstairs or just patrolling in general. Her movement speed is at 3.85 m/s, she can not attack survivors if they get close to her. However, if a survivor is seen by her, or is around her in a 15 meter radius, she'll stop moving and let out a big scream giving the Butcher a noise notification, seeing the survivors aura for 5 seconds, and will make him go undetectable for 15 seconds. Survivors can knock out Mother if one survivor crouch walks behind her and hits her across the head knocking her out. Be careful, if you hurt his mother, you will suffer the exposed status effect for 45 seconds and he'll see your aura for 20 seconds.
Addons (Finished)
Ultra Rare -
"Old Electric Wheelchair" - She looks like a corpse, it's unknown when she'll die, or if she'll die. But you care for her, nonetheless. Replaces "Trip-Wire Alarms" with "Mother".
*Horrific, ungodly shrieking* -Mother
"Home Improvement Blueprints" - You knew the day would come when you would kidnap more competent individuals, they plan to make your life catching them hell, so lets make their lives with you as miserable as it can be. Every trap will be given a greater effect if any of the survivors set them off, and if any try to disarm the traps, they too shall suffer minor effects.
"Trip-Wire Alarm" - Causes any and all survivors the "Oblivious" status effect while they're in 16 meters of the alarm, the butcher's Undetectable status effect has changed from 25 seconds to 50 seconds until he downs a survivor.
"Poison Fumes" - The butcher becomes Undetectable while he walks through the Fumes, any survivor who walks into the fumes and is healthy, if injured within the fumes they become inflicted with the broken status effect until they leave the fumes, then the status effect lingers for 30 seconds. The survivor will also be effected with blindness until they leave the fumes.
"Puncturing Booby Trap" - Switched with the Power Drill Trap (upgraded version of it) and has the ability to down a survivor if they run into it and they're injured. Healthy survivors get inflicted with the Deep Wound status effect.
"Please, just kill me. Kill me. Just kill me already! Why won't you kill me! Put me down like a dog! Why can't you just let me die!" - Victim #4
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Very Rare -
"Gas Station Beer" - Even during the hunt, it's never wrong to at least open up a cold one, they'll never see you coming. Every trap that gets set off will make the Butcher go Undetectable for 45 seconds. (Does not stack if multiple people set off traps.)
"My co-workers in the back." -Gas Station Employee
"Sturdy Mallet Handle" - Keep them crying, make them suffer, watch them bleed as you bash their little heads in, without remorse or empathy. Land a successful Pursuit attack to chain another attack to injure another healthy survivor. Injuring an already injured survivor will cause them Deep Wound if you chain the attack.
"Custom Drill-Bit" - A improved drill bit, with jagged edges, razor sharp points, and bent nails wrapped about it to top it all of for a particularly painful injury. Replaces "Puncturing Booby Trap" for "Power Drill Trap", inflicts the Hemorrhage status effect and moderately reduced the survivors repair speed for 90 seconds.
"Leave, go without me. This is where I was meant to die." -Victim #2
"Nerve Agent" - Keep breathing, enjoy it while you can, because after this you'll never breath again. Survivors who stay set off the Poison Fume Trap will have the exposed status effect as long as they're still in the area effected by the gas. If a survivor stay in the area for 10 seconds, they will be put into the dying state.
"I feel blood in my lungs." -Victim #3
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Rare -
"Meat Cleaver Blade" - A fine tool to use in the kitchen, slices through meat like melted butter. The Puncturing Booby Traps will now cause the broken status effect for 60 seconds if a survivor set it off.
"You're going to die here, we're all going to die here." -Victim #8
"Pound of Human Flesh" - You need strength, you need energy, you need fuel, don't let them go. Missed attacks from Pursuit is Moderately Reduced, and Successful attacks are Slightly Reduced.
"Rusted Drill-Bit" - Replaces the "Puncturing Booby Trap" with "Power Drill Trap", will inflict Hemorrhage and Mangled for 60 seconds.
"Chlorine Gas" - When they say Overkill, that just means: "It's not enough". Survivors who enter the Poison Fumes trap will suffer from the Hinder Status effect while they remain in the area of affect and Exhaustion for 60 Seconds.
"Barbed Trip-Wire" - Paint the floors red with their blood. Survivors who activate the Trip-Wire Alarm are affected with Hemorrhage for 90 Seconds, and will bleed even if they're healthy.
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Common -
"Branden's Severed Head" - One of his more recent victim's, shaved off his block with an old chainsaw.
"Crudely Sketched Blueprints" - Preparation is always important when it comes to food and the hunt. Every status effect has moderately increased on every trap. Slightly Reduces time to set each trap up.
"Drill-Bit" - Experience has taught you, that it's never wrong to add a little flair to your work. Replaces "Puncturing Booby Traps" with "Power Drill Traps", inflicts Hemorrhage for 30 seconds.
"Improved Alarm" - This will be so loud, they won't know where you're coming from. Inflicts Oblivious to the survivors while in the area of affect, when leaving the area of affect it lingers for 10 seconds.
"Sharpened Spikes" - They're going to have a harder time getting out of this one. Any survivor caught by a Puncturing Booby Trap will Moderately Decrease chances of escaping, and will Slightly Decrease chances of escaping when being helped by another survivor.
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Uncommon -
"Bag of Traps" - They're not getting away from you, we're sure of that. Adds an Extra 1 of every trap, setting time for traps has been slightly reduced.
"Off-Brand Canned Meat" - Taste like #########, but you'll be able to get your hands on Rich, Fresh, Succulent Slices of human meat. Grants 300% BP to Devotion and Brutality. Pursuit speed is decreased by 10%.
"Spiked Mallet Head" - Inflict some excruciating pain onto them. Successful attack on a survivor with Pursuit applies 15 seconds of Hemorrhage. Blood will be slightly brightened when using this.
"Captive's Bloody Bucket" - That... that's just... That's just disgusting. Anyone who disarms your trap will have their aura revealed to you for 6 seconds.
"AAHH!! There's ######### all over me!"
All the traps can be disarmed with survivors who crouch walk around to them, the triggers will be small levers on the opposite side of the trap that have to be pulled, however the lever gets sticky and will take 2-3 seconds to disarm the trap.
Perks:
Perk #1: "Displacement" - If a survivor spawns in with an item, that item will not be with them when they start the trial, however it's still in the map. The item will be taken away and put in a random place on the map, usually far away from the original owner of the item. The item when found will usually have 0/5/10 charges already used. If another survivor finds your item and they die with it, it will be destroyed and no other survivor can go to the hook to retrieve it. If you find an item in a chest and die with it, no other survivor can retrieve that item for it will be destroyed. If another survivor takes an item you found or you die with your own item, other survivors can go to where you died to retrieve it.
*Raspy Heavy Breathing* -Butcher
Perk #2: "Blood Mechanic" - Any time you kick a generator generators Repair Progression can be determined by the intensity of their Auras and it will last for 8 seconds. Every generator you break will grant you a token that gives 25% extra BP that will be rewarded at the end of the trial. Allowed to only have up to 100% each time. If used for the aura reading ability, it will have a cooldown timer of 60/50/40 seconds. Progression on the a recent gen that was damaged by you will be reduced to 10%/15%/20% for 15 seconds as soon as a survivor starts fixing the gen, if a survivor stops fixing the gen, the timer will pause until they work on the gen for a total of 15 seconds. (Ruin does not give "Damage Gen" points when it's used, so this will not be effected by Ruin.)
" Are you here all alone? " -Suspicious Customer
Perk #3: "Hex: Murder Victim" - The perk's effects can only be applied by a basic attack. Every time the killer injures a healthy survivor, they get inflicted with the hindered status effect for 1/2/3 seconds and they will be effected with exhaustion until they heal to their full health state, then the exhaustion effect will linger for 5/10/15 seconds after fully healed. Every time a survivor is downed however, they will be inflicted with mangled and hemorrhage status effect until they heal back to their injured state, they will also be effected with blindness while they remain on the ground. After a survivor is hooked, the killer is granted a 5%/10%/15% movement speed buff that will end in 10 seconds or until the killer is in a chase with a survivor. If a survivor is saved from the hook, the survivor will suffer the broken status effect for 25 seconds, the exhaustion status effect will stay with them until they're fully healed.
" NIGHT SHIFT ABDUCTOR' STRIKES AGAIN " -News Paper Headline
Mori: (Mallet) Hits the survivor in the back of their head hearing a big crack as he does, then hits the survivors left side of their face to turn them around, kicking them so their whole body is turned facing to him. He slams the mallet down beside the survivors face before he jams both his thumbs in the survivors eyes, having the survivor scream trying to get his hands out of their eyes, pulls their head back and bangs it against the ground a couple of times having chunks of the survivors head fly off as it's picked up from the ground repetitively. He picks his mallet back off and gives a final blow between the eyes for well tenderized final touch.
There's a new force to reckon with, who lingers in the foggy realm of the entity. Unlike his fellow slashers, he's much smart, and he grows strong the more he interacts with these survivors. If you fool him once, you won't be able to fool him again.
(Edit V4 help by "Drae")
Comments
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Please, I need some opinions here.
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So basically blight but better?
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Minus hitting into things to chain your attack, it's slightly like a Nurse that can't teleport, but if you're saying "Blight but Better"
I'll take that as a compliment.
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THat sounds pretty decent but will he suffer a fatigue state like nurse or blight? Also while reading his abilties he sounds like what the trapper should be but isn't, devs would like to see your opinions. Perks decent, I would probably not use Hex:Pain enforcer though mostly because I'm not a fan of totems. Now blood mechanic I would use if I wanted to farm Blood Points so good on that, now I'm a bit confused on defenseless, does it only work if say there is a pallet that hasn't been used yet can be knocked down?
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I really like the lore and the appearance of this killer. It blends so good with the dbd atmosphere. Really simple, i like it a lot. I'm looking forward to read the background.
But, i don't really like the power. It doesn't make him a butcher. He is similar to the blight but why the blight makes more sense? Because Blight is the unlicensed version of Mr. Hyde. Mr. Hyde is empowered with superhuman strength, speed and agility and he kill people with his cane, that's how we depict that character. Blight is well represented by his power in his nature of a pseudo Mr. Hyde. Why a butcher would be a sprint killer? why a butcher would set poison traps and trap wire alarms? Nothing wrong with the power, it is fairly good, but imho it should show the brutality. It lacks some gore, it lacks the Butcher in it.
The perks are unplayable in this state.
Defenseless counters a precise survivor perk that is considered a meme perk, not even that good. We recently seen in dbd with the nerf of Slippery Meat, that used to counter the trapper's traps, that something that counters a precise killer/perk/addon is seen as too old of a concept for the game. Was considered unfair to have a perk that countered one killer and not even one of the strongest. The same thing can be said for this perk.
Blood Mechanic is a stronger version of BBQ&Chilli in their BP gain side. Fine. But its other effect is strange. It can't be used with Hex: Ruin, Surge and Oppression and it too weak to substitue those perks. It is basically a support perk for BBQ&Chilli to gain superspeed in BP farming. A must have for new players but that's it. When the player has enough perks to get rid of at least one of the BP perks, BBQ would always see more play, its aura vision is too valuable.
Hex: Pain Enforcer takes too long to become really useful. It will nearly never get at its maxiumum strength. Also the fact that it doesn't stack with perks and addosn makes it impossible to elaborate a build with it. It has no synergy to play with whatsoever. It cannot even be defended by Hex: Undying because is a token totem. It is not even that strong to motivate all the malus on it.
Overall, for being a concept in early early early alpha, it is in a good spot. The lore is promising, the power works fine and the tuning is in good shape. It is awesome and i want to read more about it.
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Yes, he will suffer that and it's only needed because it would be fair, if it wasn't fair then I doubt my creation would be considered. Also yes, Defenseless works only if there's an unused pallet, to make it fair, the killer can't destroy it for a few seconds if he does knock it down and if he strays people away from the pallet, then the killer can later destroy it so they won't use that loop anymore, it's good to get rid of Killer Shack pallet first, and possibly would make "Any Means Necessary" slightly more useful considering how useless and dumb it is.
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When I see a tall man with bloody overalls and a potato sack on his head, armed with a mallet, I imagine a hulking, threatening Killer... not a sprinter. Their power is literally Nurse except you can't go through walls. I find the traps more interesting, albeit complicated and difficult to imagine in an actual trial when factoring in trap selection and setting time.
As for the perks...
"Defenseless" is made to take away Survivors' resources. On a conceptual standpoint, I can dig it. However, this isn't the way to do it. You can block pallets, but Hex: Blood Favor already does that. No only that, but creating a perk that targets a specific perk (in this case, Head On) is not how perks work. Not anymore at least.
"Blood Mechanic" is very, very confusing to read. But from the looks of it, you kick a generator and you can see its repair progress for a short duration, as well as granting you BP like BBQ&C. But it also... causes regression? Here's where I start to misunderstand, but this perk sounds like a strange amalgamation of Surveillance, PGTW, and BBQ&C. You already know what I'm gonna say about that.
"Pain Enforcer" is an extremely flawed bootleg of Third Seal and Sloppy Butcher, but works like Fire Up. It... doesn't really make sense to me for a hex. It only lasts until you heal, which isn't a problem since even if it inflicts Mangled you'll still be able to heal just fine. Exhaustion isn't that big of a deal either and there's better alternatives such as Mindbreaker or Blood Echo, and especially isn't worth losing FOUR whole gens for. And on top of it all, it's a hex. It can be cleansed at any time and all of these effects are immediately nullified. If anything, you'd be better pairing this with Retribution for the aura read instead of Undying.
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To be fair about the power, this still is a W.I.P. and I'll take suggestions for what his power should be, but until then what I want for this killer is based off of both his games that he's in, since he rushes at the survivor with a loud broken techno-noise and swings his weapon at them.
If you also want references to why his power is the way it is, look up the indie game "Stay out of the House", since that's what this killer is fully based off of. Looks, name, and all.
To defend "Blood Mechanic" imagine the wraiths "All-Seeing [ Spirit ]" in perk form that sort of is like BBQ&Chili, it tells which gens you should keep an eye out for since when it comes to the game, the killer needs more gen defense if he wants to have a chance to kill the survivors. Yes, you're absolutely right about Ruin, however Surge and Oppressions can slightly work with this perk since it shows which gens were destroyed and you can see if you need to worry about them or let them regress. It will show all the gens map wide to give you an understanding on what gen the survivors are so stubborn to complete.
For the other perks, this is still a W.I.P. so I'm up for whatever if anyone has any ideas. But I'm trying to hit that sweet spot of "ACTUALLY" fair and balanced, usable, and something that doesn't need a nerf on day one.
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The idea is fully based off this game, again please. If anyone of you has a better suggestion on how to make these perks and the "Pursuit" power more fitting and better, then please. I would love to hear suggestions and I'm open for that.
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Ah! it comes from a game. This changes everything. You are bound to some rules. Ok.
So. Let's sum up all the aspects of the killer in that videogame. He sprints, for sure; he is fairly stealthy; he can set up traps on waypoints; Blood and flesh are important themes. And now let's use them on the power you suggested. I'll reinterpret the power, tell me if you like some of the changes.
Pursuit has 2 charges. While in pursuit, The Butcher runs at 130%(5,2m/s. like legion) for 3 seconds. It has 2.5 second of cooldown. If the Butcher misses an attack or runs out of charges, he is stunned by Fatigue for 2.5 seconds. Charges are replenished in 15 seconds each.
Scattered around the map or in the basement, there are 2 Trip-Wire Alarms and 2 Puncturing Booby Traps that the Butcher can collect and set up on Vault locations, Doorways, Pallets and Hooked survivors. Survivors can disarm the traps. Trip Wire Alarm: If a survivor interact with one of the object trapped with a Trip Wire Alarm, it plays a loud notification sound and reveals the survivor's aura for 5 seconds. If a Trip-Wire Alarm is activated, the Butcher gets the Undetectable status effect for 25 seconds. Puncturing Booby Trap: if a survivor interact with an object trapped by the Booby Trap, the survivor is damaged by the trap, receives the Mangled status effect and Killer instinct reveal their location for 1.5 seconds.
If a Trip Wire Alarm or a Booby Trap are activated, The Butcher receive 1 additional charge of The Pursuit and Pursuit running speed is increased by 100% until the Butcher hits a survivor while in Pursuit.
I think this is a little bit more agile and different from nurse. There is space for addons that increase the number of traps, increase timers duration, turn rates, that inflict other status effects. Tell me if you like it and feel free to salvage whatever you like from this take.
For the perks try to follow a couple of themes. May i suggest you to center the perks on hooked survivors and mangled status effect? or bleeding effects. I saw the game where the butcher come from, it is a puzzle game also. An Hex Totem will fit perfectly in the concept. it is mandatory, that was a good idea.
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Thank you for the bit of help, still working on other things but I mentioned you in the recent update to this. If you have any other ideas, let me know.
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Looking for more suggestions, would like to get some to improve this work. Please.
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You liked my traps! I'm glad i was able to help you :)
Ok, some advices:
the spotlight thing doesn't work really. It does not take into account maps that do not have an external zone. In normal size open maps would be absolutely avoidable. at the start of the game it would barelly cover 1 gen. On Ormond would be absolutely useless. Many gens are also covered by buildings and walls. The idea of the special power box that requires a toolbox or one of the special items is really cool. The problem here is that is too avoidable, i can imagine a lot of counterplays and probably some times it would be shut down by the map itself. Your power already works pretty well, i think this is an overkill.
The perks are monstrous. In size and complexity. they are starting to look like killer powers. Study some of the original perks or some of the fan made perks posted in this forum. The main thing that this concept needs is a smoothing, not more mechanics.
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New Update, Reworked his 3rd perk into something new that could make more sense.
Added a new Ultra Rare Addon
Continuing to work on addons and a rework for his first perk.
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Update, Finished his Addon's for his power.
Still working on Perk #1's possible Rework.
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Upadate, (possibly finished)
Re-created Perk #1, finished his addons and I got a good feeling that I've completed all that has to be done.
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