[The Darkest Curse]: Chapter Idea
Killer: The Sorcerer
Movement Speed: 110%
Terror Radius: 24 Meters
Body Height: Average
Power: Sinister Magic
Special Ability: Transformation
Hold the ability to charge a stream of magic; the longer you hold, the faster the stream travels. If the stream of magic makes contact with a survivor or splashes onto the survivor, they will get the transformation status effect for 60 seconds. This timer pauses while running, dying, or hooked. Once the timer expires, the survivor transforms into a bunny; while in this state, they lose all interaction options but see the auras of all survivors. Bunnies can return to their original form by standing within close proximity to another survivor, the transformation process can take within a range of 30 to 90 seconds; transforming back to normal will injure the survivor if they wasn't already. Attacking a bunny will immediately transform the survivor back to normal, but will put them into the dying state. Cannot use this special ability while a survivor is suffering from the transformation status effect or not in their human form.
Special Ability: Mind's Eye
When within 16 meters to a survivor, tap the ability button to release a spell that changes the closest survivor's point of view to your perspective for 30 seconds. While the survivor sees the world through your eyes, they can still move and perform all actions like normal, but taking damage will immediately revert the survivor's perspective back to normal. Has a cooldown of 30 seconds after the survivor is relieved from their curse.
Unique Perks
Minus Touch
Not everything turns into gold in your presence.
Become obsessed with a survivor.
After attacking the obsession with a basic attack, this perk activates for 20/25/30 seconds.
While activated, see the auras of all survivors within an 8 meter range to the obsession.
The activation timer pauses when a survivor's aura is being revealed by this perk.
The killer can only be obsessed with one survivor at a time.
Hex: Light's Bane
A hex that destroy's all sources of light.
After performing the damage action on a generator, any survivor that's repairing a generator will be interrupted by an explosion, losing normal progression.
Once destroyed, generators cannot be progressed past 70% for the next 40/50/60 seconds. Any survivors repairing a generator during this time will have their aura revealed to you.
Hex: Sinister Equilibrium
You have a hex that brings death closer to the survivors when they become closer to their escape.
Everytime a generator is completed, receive a token up to a maximum of 5 tokens.
βͺοΈ3 Tokens: Repair skill checks no longer have bonus zones for extra progression.
βͺοΈ4 Tokens: Increases the time it takes to open the exit gates by 8/10/12 seconds.
βͺοΈ5 Tokens: Collapse begins immediately following the completion of the last generator.
Effects aren't lost when this hex is destroyed, but you can no longer obtain tokens.
Please share your feedback below! π
Comments
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This is a really unique, weird and amazing concept. I have no complaints in the slightest.
The power is strong but has counterplay. It'd be disorientating but give a benefit to the Survivor being affected as well, too.
The perks are nothing short of amazing. All of them are great, unique and powerful in entirely different ways. The ways the Hexes react to being destroyed is very interesting, as well!
Overall, this is an amazing Killer, probably among the best I've seen.
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I appreciate it! π
What's your thoughts on the transformation part of the killer?
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Holy overpowered powers and perks Batman!
The transform ability makes a survivor basically downed for 90 seconds, and you can one shot them, and they reveal survivors they are near? Mind's eye is nice though.
Minus touch is nice, remove the activation delay to make it more balanced though, now you always get maximum value from it which is unfair.
lights bane is a more powerful Oppression.
As for Sinister Equilibrium, why can't they remove the hex via cleaning it? This makes it both have a souped up Devour Hope and I think it's named Undying.
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The transform ability makes a survivor basically downed for 90 seconds, and you can one shot them, and they reveal survivors they are near? Mind's eye is nice though.
It can take up to 90 seconds if you isolate yourself from your teammates, but if you stay within a close proximity to them β you'll only spend 30 seconds doing nothing but playing hide and seek.
Minus touch is nice, remove the activation delay to make it more balanced though, now you always get maximum value from it which is unfair.
I decided to keep it because the perk requires you to find the obsession, attack them with your basic attack, and lose them so that they can find other survivors for you. In other words, you're spending a lot of time just to get the perk to activate, so I feel like it's fair to make the perk above average compared to the other ones.
Lights bane is a more powerful Oppression.
That's because it's a Hex Perk, they are supposed to be OP if left alone.
As for Sinister Equilibrium, why can't they remove the hex via cleaning it? This makes it both have a souped up Devour Hope and I think it's named Undying
Cleansing the Hex Perk prevents it from gaining tokens from completing generators. You can complete three generators without suffering from any major effects from this perk, which is a lot of time to search for it and take it out before more generators are completed.
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So the base ability is awesome, I love it. The minds eye ability is busted, no way its fair to the survivor at all. You're basically saying "if you break LOS, then you are blind" meaning its impossible for them to win a chase. Maybe it could work if the power deactivated upon losing LOS for 2 seconds? Still though, controlling the survivor would be super hard. I think its best to drop the power or make it something else entirely (maybe something that lets you interact with 2 lockers to turn them into connecting portals. If you look at my chapter idea "the nameless" you can steal my portkey power idea)
Ill take a look at perks next
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Minus touch is okay, maybe a bit weak
Lightbane is waaay too strong. Getting rid of the explosion would make it a bit more fair, but I would also limit the gen blocking to only generators that were being repaired when you preformed the break action, reduce the blocking time to 20/30/40 seconds and give it a cool down of like 80 seconds. Completely blocking all gens every time you kick a gen for a whole minute with no cooldown and an explosion would make it where you could easily win every game
Sinister equilibrium seems really cool, but the 5 tokens seems a tad unfair. I would say change it so that collapse starts as soon as a survivor starts opening the exit gate
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I'll ask you the same Mori? I really like the idea of a Magician Killer also!
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The minds eye ability is busted, no way its fair to the survivor at all. You're basically saying "if you break LOS, then you are blind" meaning its impossible for them to win a chase.
One of my previous iterations was that the survivor could see their aura during Mind's Eye, but I wasn't sure if it was be broken or not. What's your thoughts? π
Lightbane is waaay too strong. Getting rid of the explosion would make it a bit more fair, but I would also limit the gen blocking to only generators that were being repaired when you preformed the break action, reduce the blocking time to 20/30/40 seconds and give it a cool down of like 80 seconds. Completely blocking all gens every time you kick a gen for a whole minute with no cooldown and an explosion would make it where you could easily win every game
Hex: Light's Bane doesn't block generators during kicks, it just makes generators that are being repaired explode. The only time that it blocks generators is when a survivor attempts to repair past 70% or there's a generator past 70% after the Hex has been cleansed within the last 40/50/60 seconds. If there's a generator at 25% and someone cleanses this perk, it won't get blocked until you repair to 70%, but at that point, it won't be blocked for long because again, this effect only applies for 40/50/60 seconds.
If that's powerful, then that's completely fine because Hex Perks are supposed to be OP when left alone! π
Sinister equilibrium seems really cool, but the 5 tokens seems a tad unfair. I would say change it so that collapse starts as soon as a survivor starts opening the exit gate.
I believe the Collapse starting immediately when the Hex Perk reaches 5 tokens is balanced because remember, this perk only gains tokens from completed generators, so survivors will have to go 5 generators without finding the Hex Perk to activate the EGC after the completion of the 5th generator. Repeat, the only time you'll see the EGC activate is if this perk survives until the endgame.
I believe that's completely fair for a Hex Perk.
Minus touch is okay, maybe a bit weak
How so? π
She will pick the survivor up with her dark magic, cast a spell by saying a few phrases to transform them into a bunny, then summon crows to devour them alive until they are dead. π
This kill animation will take around 10 seconds.
If in the future the killer can pick between a fast, boring mori or an unique, slow mori then the fast one would be this: The killer pierces the survivor on the ground then overloads them with dark magic until they literally explode, leaving behind a purple residue. This kill animations will take 2 seconds, comparable to The Executioner's final judgment kill animation. π
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After revisiting this, I can definitely see where everyone else is coming from. The Survivor should be able to see their aura during Mind's Eye, but the Killer shouldn't unless a perk activates that specifically allows them to do so. Edit: Another thing I thought of for Mind's Eye, maybe the Killer saw through the Survivor's eyes for up to 60 seconds, and it could be canceled whenever? But it has to be activated when the Survivor is within line-of-sight. During this, the Killer could see their own aura.
A whole minute of preventing gen progress is... bad. This Perk is made to be comboed with Pop and Thrilling, and with those perks, just, no. It'd also be insane with Tinkerer, since it just allows it to activate, telling you exactly where a Survivor is without feeling pressure to go get them off the generator.
What you said about Sinister Equilibrium is... no. Gives me real "just cleanse" vibes, and that's not it. I'm unsure how powerful endgame collapse starting when the last generator is completed is, but to be safe and since it comes with other effects, I think it'd be fine starting under a different condition.
Minus Touch is fine as is. It is a bit weak, but it's also aura reading without a timer for 30 seconds, so it would have it's place in the niche but useful perks.
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After revisiting this, I can definitely see where everyone else is coming from. The Survivor should be able to see their aura during Mind's Eye, but the Killer shouldn't unless a perk activates that specifically allows them to do so.
That seems more balanced to me and would be very cool to see the killer chasing you from their perspective! π
A whole minute of preventing gen progress is... bad. This Perk is made to be comboed with Pop and Thrilling, and with those perks, just, no. It'd also be insane with Tinkerer, since it just allows it to activate, telling you exactly where a Survivor isΒ withoutΒ feeling pressure to go get them off the generator.
It doesn't exactly stop generator progression, it just prevents all generators from going past 70% progression for 40/50/60 seconds. π
If someone destroys Hex: Light's Bane, the timer starts ticking down based on the perk tier. To keep it simple, let's just say it's tier 3. If you repair a generator from 50% to 70%, the generator gets blocked for the remainder of the timer (44 seconds). If you repair a generator from 0% to 70%, the generator will get blocked for the remainder of the timer (4 seconds). This is assuming someone destroyed the totem as you begin repairing the generator. You might not get your generator blocked because you was doing something else while the effect was wearing off! π
What you said about Sinister Equilibrium is... no. Gives me real "just cleanse" vibes, and that's not it. I'm unsure how powerful endgame collapse starting when the last generator is completed is, but to be safe and since it comes with other effects, I think it'd be fine starting under a different condition.
All you have to do is cleanse it before the Exit Gates are powered to stop it, just one totem within a span of 5 generators. That seems doable right? I don't see the problem here, you have ample time to cleanse it and if you don't, then you had your chance β now you have to worry about the EGC killing you. Heck, the EGC might not kill you if someone distracts the killer, you do have two minutes after all. π€·ββοΈ
Minus Touch is fine as is. It is a bit weak, but it's also aura reading without a timer for 30 seconds, so it would have it's place in the niche but useful perks.
It's pretty nice, people have mixed feelings on this perk. π
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You can't just ignore the synergies other perks have with Light's Bane. Pop Goes the Weasel makes you want Light's Bane to be destroyed. Also, yes, it does block generator progress. If you can't actively finish a generator then its progress is blocked.
"All you have to do is cleanse". You have, and I mean HAVE to think about how powerful a Hex perk is if it were to stay up the whole game. Most of the time people don't care about hexes unless they actively spot it. Survivors have 2 gens of warning that the Hex even exists, instead of the 100 warning signs Devour Hope shoves in their faces, and Huntress' Lullaby telling you it's there the second you touch a generator. The "just cleanse" argument DOES NOT WORK. There are 5 totems in each map, and unless you're in a 4 man SWF with someone with Small Game and you're so good that no one gets caught in a chase until all 5 totems are done, it is stupid hard to get all 5 totems. Survivors only have free time until the first CHASE. Not even the first hook or down, the first CHASE.
Also, Sinister Equilibrium just holds up a sign saying "Face camp with NOED". ######### NOED. ######### anything that supports NOED.
ONTOP OF THIS, Sinister Equilibrium's effect at 4 tokens is more than strong enough. Imagine it stacked with Remember Me, those gates won't be opened in the 2 minutes the EGC gives you.
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You can't just ignore the synergies other perks have with Light's Bane. Pop Goes the Weasel makes you want Light's Bane to be destroyed. Also, yes, it does block generator progress. If you can't actively finish a generator then its progress is blocked.
You can't use Pop Goes the Weasel on a blocked generator, I don't see any synergies with the two paired together. I don't understand what is so powerful about Light's Bane, when it is destroyed, it activates for 40/50/60 seconds. If there's any generator that's at 70% or higher, it gets blocked for the duration of the activation timer. You can still repair generators that's below 70% and by the time you reach 70%, you just have to wait out the remainder of the activation timer. That can be a fraction of a second or 60 seconds depending on when you started repairing the generator and its progress. Heck, you might not have to wait out the effect because you was doing something else while most of the perk ticked away before you started repairing. It's pretty balanced in my opinion, especially for a Hex Perk.
"All you have to do is cleanse". You have, and I mean HAVE to think about how powerful a Hex perk is if it were to stay up the whole game. Most of the time people don't care about hexes unless they actively spot it. Survivors have 2 gens of warning that the Hex even exists, instead of the 100 warning signs Devour Hope shoves in their faces, and Huntress' Lullaby telling you it's there the second you touch a generator. The "just cleanse" argument DOES NOT WORK. There are 5 totems in each map, and unless you're in a 4 man SWF with someone with Small Game and you're so good that no one gets caught in a chase until all 5 totems are done, it is stupid hard to get all 5 totems. Survivors only have free time until the first CHASE. Not even the first hook or down, the first CHASE.
Devour Hope is the most broken Hex Perk in the entire game if it remains untouched, literally β the killer gets to kill you on the spot. However, ask yourself this, how often does a Hex Perk survives until the endgame? If you couldn't destroy a single Hex Totem within the duration of 5 generators, then that's really your fault. This perk isn't like NOED where you need to destroy 5 totems within 5 generators, we're only talking about destroying one hex totem within 5 generators. To be completely honest with you, the first two effects of the perk is mediocre and shouldn't be a big deal unless the game is very close. The last and most powerful effect is the one you need to worry about, but you have the entire game to find the hex totem and destroy it. JUST ONE HEX TOTEM, THAT ISN'T TOO HARD, RIGHT?
Also, Sinister Equilibrium just holds up a sign saying "Face camp with NOED". [BAD WORD] NOED. [BAD WORD] anything that supports NOED.
That throws away the entire point of the perk because you're camping a survivor and leaving the Exit Gates open for everyone else. You're actually getting no value from the perk if you're not defending the gates during the EGC.
ONTOP OF THIS, Sinister Equilibrium's effect at 4 tokens is more than strong enough. Imagine it stacked with Remember Me, those gates won't be opened in the 2 minutes the EGC gives you.
Here's the requirements for that to happen:
- Must find and attack the obsession 4 times.
- Must kill the obsession or else they won't suffer from RM.
- Survivors must complete 5 generators without finding Hex Sinister Equilibrium.
Even then, you can have one survivor camp each gate and slowly chip away at them. The killer isn't going to chase survivors because that means they aren't defending the gates. So eventually the survivors will open the Exit Gates. Surely they will get one open within two minutes and if not, they had 5 generators worth of time to destroy the totem. There's no excuse at that point.
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That makes more sense, with Light's Bane. Pop would still be insanely powerful when that destruction effect is activated (yes I read the perk, I knew how that part activated, didn't need to remind me).
You entirely ignored my point of how many warning signs Devour Hope has, up to and including the one shot down at 3 tokens. It's not too hard to tell that the Killer is zooming 10 seconds after hooking someone.
Sinister Equilibrium, at the current moment, I think is a bit too strong, as its other effects are more than powerful enough without the EGC starting instantly.
Even then, though, I can clearly tell you wont be budging. Whatever.
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