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Pinhead / The Sculptor (Killer Idea)

Onionthing
Onionthing Member Posts: 469
edited December 2018 in General Discussions

Just some ideas to spark conversation. These perks/powers may be overpowered so I don't care if they get bashed. I would just like a Pinhead/Hellraiser themed killer sometime in the future. So im throwing this out there to spark some ideas and get people talking for better or for worse.

(A cenobite inspired killer) The Heretic / Tormentor / Sculptor:

Height: Meyer's sized, maybe a bit smaller. But not Hag or Legion small.

Movement speed 110%

Primary attack:
a hook, curved blade, or sickle like weapon

Power, Chain of Torment:
A mid range chain (12-15 feet?) that fires out in a straight line, latches onto the survivor and drags them back into the killer. The chain could yank survivors back over pallets. The chain doesn't do any damage by itself but gives a chance for another swipe from the primary attack. The chain has to be charged up to work, and has a minuscule recharge time to prevent it from being super spammable.

Add-ons:
Could affect the charge up time of the chain, length of the chain, and/or apply various status effects.

Perks:

I am PAIN! ---
When a survivor heals another another from the dying state both are placed in the injured state instead. Then both survivors can be healed from this state normally. If the survivor who is the healer is already in the injured state, they do not fall into the dying state.

I have such sights to show you! ---
Survivors who enter the basement loose the ability to see auras for 5/10/15 second. Survivors who are hooked in the basement do not show an aura while hooked. Survivors unhooked from basment hooks have the mangled status applied to them.

Welcome to Oblivion ---
Whenever a survivor is unhooked the killer gains +5% to thier movement speed for 15/20/30 seconds. If the unhooked survivor has not been healed by this time ever other survivor is exposed for 3/5/9 second. This effect goes away if the unhooked survivor is healed to full, or if they fall back into the dying state. This perk would have a 60 second cooldown period.

Post edited by Onionthing on

Comments

  • PapaAndrei
    PapaAndrei Member Posts: 72
    Would be absolutely 100% overpowered. Being able to just deny the entire chase, and make a survivor come back to you for a free hit. 
  • Onionthing
    Onionthing Member Posts: 469
    edited December 2018

    @PapaAndrei said:
    Would be absolutely 100% overpowered. Being able to just deny the entire chase, and make a survivor come back to you for a free hit. 

    I only slightly disagree:
    it would suffer from straight line trajectory maybe even worse than hatchets, so it could be juked. It wouldn't have anywhere near the hatchet range (which can hit survivors across the map), and since it doesn't do damage by itself it cant be grimed like Huntresses 1 shot hatchet. Perks like Dead Hard could in theory work to semi-counter as well. Add on the fact it has to be charged up like a chainsaw, so its not instant, and has a small cool down to make sure it can't be spammed when missed. I don't really think its overpowered other than presenting a mechanic that hasn't been seen before.

  • HatCreature
    HatCreature Member Posts: 3,298

    @Onionthing said:

    @PapaAndrei said:
    Would be absolutely 100% overpowered. Being able to just deny the entire chase, and make a survivor come back to you for a free hit. 

    I only slightly disagree:
    it would suffer from straight line trajectory maybe even worse than hatchets, so it could be juked. It wouldn't have anywhere near the hatchet range (which can hit survivors across the map), and since it doesn't do damage by itself it cant be grimed like Huntresses 1 shot hatchet. Perks like Dead Hard could in theory work to semi-counter as well. Add on the fact it has to be charged up like a chainsaw, so its not instant, and has a small cool down to make sure it can't be spammed when missed. I don't really think its overpowered other than presenting a mechanic that hasn't been seen before.

    I agree, Billy's Chainsaw is also kind of like this, a really good Survivor can juke the saw but you only need to be decent and looking behind you to dodge this, especially if the killer has an animation for charging his hook throw.

    ''I Am PAIN!'' is super creative and deadly, you would only use it for slugging and when you slug you usually leave that person alone so it's not overpowered. It's kind of like MYC but it's different and it can also be paired with Thanatophobia which is badass.

    ''I Have Such Sights To Show You'' I don't understand why the Survivor going into the Basement can't see Auras for a few seconds, perhaps you could explain the usefulness since the person in the Basement has no Aura anyway from the other abilities of this perk. But I love that the person who gets off the hook is Mangled.

    ''Welcome To Oblivion'' I love the movement speed, who doesn't, but the Exposed part, ''by this time'' what time? You get the speed right after the unhook and keep it for 15/20/30 seconds, does everyone get Exposed after the speed boost is gone? And why is everyone Exposed for such a short period? I mean I get that you could be in a chase and maybe when those 30 seconds are up they are exposed and you can down them instantly. Is that what it is for? It's an interesting perk because it punishes Survivors for NOT being Altruistic which is very different and I love it but It's weird.

    Anyway I love this idea, I think this would be perfect if they wanted to bring in Pinhead or make their own version. Hell, if they brough in Pinhead he could run around with his hook knife and when he charges his long hook he could be holding the box. His Mori would be chains ripping Survivors to pieces. And I love that you did a Basement perk, I love those with a passion <3

  • Onionthing
    Onionthing Member Posts: 469
    edited December 2018

    @HatCreature said:
    I agree, Billy's Chainsaw is also kind of like this, a really good Survivor can juke the saw but you only need to be decent and looking behind you to dodge this, especially if the killer has an animation for charging his hook throw.

    ''I Am PAIN!'' is super creative and deadly, you would only use it for slugging and when you slug you usually leave that person alone so it's not overpowered. It's kind of like MYC but it's different and it can also be paired with Thanatophobia which is badass.

    Yeah kinda what I was going for, more strategic time wasters to help killers in the long run.

    ''I Have Such Sights To Show You'' I don't understand why the Survivor going into the Basement can't see Auras for a few seconds, perhaps you could explain the usefulness since the person in the Basement has no Aura anyway from the other abilities of this perk. But I love that the person who gets off the hook is Mangled.

    It would block any perks that allow the survivor to see the killer while in the basement, just to disorient a little. It could wreck Kindred. Survivors are typically shown on the hook in the basement on console, again this is a disorienting perk to make survivors wonder where their buddy is and without good map awareness they have to spend some time to find the basement. Mangle is mangle. Makes the basement hooks deadlier.

    ''Welcome To Oblivion'' I love the movement speed, who doesn't, but the Exposed part, ''by this time'' what time? You get the speed right after the unhook and keep it for 15/20/30 seconds, does everyone get Exposed after the speed boost is gone? And why is everyone Exposed for such a short period? I mean I get that you could be in a chase and maybe when those 30 seconds are up they are exposed and you can down them instantly. Is that what it is for? It's an interesting perk because it punishes Survivors for NOT being Altruistic which is very different and I love it but It's weird.

    My idea was to "encourage" some altruism for the survivors as a sort of "crowd control" for the killer. The survivors would get the exposed status AFTER the speed boost. The time for exposure could be upped but the idea would be for the Killer to home in with the speed boost, wait for the expose effect and get some insta downs since the chain is a mid range grab attack. Tunneling would cancel the perk for 60 seconds, and the survivors have the chance to cancel the perk for 60 seconds by healing the survivor.

    Anyway I love this idea, I think this would be perfect if they wanted to bring in Pinhead or make their own version. Hell, if they brough in Pinhead he could run around with his hook knife and when he charges his long hook he could be holding the box. His Mori would be chains ripping Survivors to pieces. And I love that you did a Basement perk, I love those with a passion <3

    Thnx man ^^ nice to meet a fellow Hellraiser fan!

    Post edited by Onionthing on
  • PigMainBigBrain
    PigMainBigBrain Member Posts: 1,893

    I'm insta buying these perks.

  • PhantomMask20763
    PhantomMask20763 Member Posts: 5,176
    I feel like I have such sights on you should just be a reworked monstourus shrine. Other perks seem really cool and creative though, nice job :smile:
  • Onionthing
    Onionthing Member Posts: 469

    Another perk idea within theme.

    You solved the box, we came ---
    When a survivor cleanses a totem all survivors within a 20 meters of that totem will be revealed for 5/7/10 seconds. When all totems have been cleansed all survivor auras are revealed for 5 seconds and he killer gains 5% percent to their movement speed for 10 second.

  • RabidWabbitz
    RabidWabbitz Member Posts: 93

    this is great, I hope the Devs are taking notes for the next killer. lol

  • JowDaddyy
    JowDaddyy Member Posts: 19

    In all honestly, the perks themselves seem pretty weak to me. Exposing a survivor for 9 seconds is going to be almost completely useless and almost never actually will come into play in the game. A 5% increase to movement speed seems okay to me. Also, with the survivor aura's in the basement not being visible, survivors that are running perks like empathy are going to be able to work out that this is the perk that the killer is running. And the ability of the first perk is next to useless, survivors just hide in corners and self care anyway, maybe if a survivor picks up a survivor in dying state, they should be revealed with an audio notification and an aura for three seconds or so. Overall, the perks seem okay, but not strong enough to earn a place in the current meta, but the killer's ability would just destroy survivors, and with the right perks equipped, i could see this concept becoming a top tier killer if it was somehow added into the game.

  • JowDaddyy
    JowDaddyy Member Posts: 19

    @Onionthing said:
    Another perk idea within theme.

    You solved the box, we came ---
    When a survivor cleanses a totem all survivors within a 20 meters of that totem will be revealed for 5/7/10 seconds. When all totems have been cleansed all survivor auras are revealed for 5 seconds and he killer gains 5% percent to their movement speed for 10 second.

    I like this, but maybe the movement speed duration should have a slight increase to 15, or 20 maybe. Can't see 10 seconds of faster movement really changing the tide of the game.

  • Divinitye9
    Divinitye9 Member Posts: 392
    The chain is OP as hell but I could see myself shouting GET OVER HERE every time I snagged someone.

    I do wish pinhead, or any of his cenobites, would come into play. Or the tall man in Phantasm... that would be fun.
  • Zarathos
    Zarathos Member Posts: 1,911
    The chain could have a wind up similar to huntress longer its charged further it goes and faster it goes. Depth of difficulty might be a problem for this killer. Perhaps he should have an additional element to him as the chain is not enough imo.

    Maybe make it so hooks will trap a survivour in place and need to be disarmed before a save can be made. At base 1-2 chains add ons increasing the number of chains and length of time required to disarm. These chains will be spread out at least 20 meters from the hook. 

    Chains are affected by sabo and increase speed at which  the hooks break. They create no indication that the chains have been dismantled and will appear active to the to the killer. Chains can be destroyed at the hook or at the origin point of the chains.

    I want to incorporate counterplay so any other ideas or suggestions on this idea would be great. Rember this is the hell raiser franchise pinhead should have some interaction with the hook system.