Killer Concept: The Maniac/Ghostface (Killer from Scream) **Please leave feedback!**

TheBushChicken
TheBushChicken Member Posts: 8
edited January 2019 in Creations

Movement Speed: 115%

Weapon: Buck Knife

Ability:

(Part 1) Killers Call- Hold the power button for a few seconds slowing your movement speed tremendously. Upon the power gauge filling, the Ghost calls the closest survivor to him. The phone call persists and causes an alert to go off, as well as an audible ringing noise, revealing the location of the survivor closest to him. The Ghost also gains a short burst of movement speed as he moves toward the alert. After the alert is shown, the survivor will get a skill check, allowing them to turn off the phone. If the skill check is failed, another alert is given to the killer.

(Part 2) Watching... Waiting- The ghost may enter lockers, upon entering a locker, his terror radius is reduced to 0. If a survivor is within range, the Ghost can jump out and attack the survivor. The ghost can use his Killers Call power while in a locker.

Add-Ons:

Common-

1.) Serrated Buck Knife- Survivors who are hit by you acquire the hemorrhage status effect until healed

2.) Latex Mask- Slightly reduces the size of the skill check success zone for phone calls STACKS

3.) Old cell phone- Slightly reduces the time for the power gauge to fill on the Killer's Call Power STACKS

4.) ????- Slightly increases the range for the Watching... Waiting Surprise attack.

Uncommon-

1.) Bloodied Buck Knife- Survivors who are hit by you acquire the mangled status effect until healed

2.) Bloody Latex Mask- Moderately reduces the size of the skill check success zone for phone calls STACKS

3.) Refurbished Cell phone- Moderately reduces the time for the power gauge to fill on the Killer's Call PowerSTACKS

4.) ????- Upon the Killer's Call alert showing, the effected survivors aura is revealed to you for 2 seconds

5.) Black Robes: Slightly increases the length of the movement speed buff from the Killers Call Power STACKS

Rare-

1.) Identified Murder Weapon- Survivors who are hit by you acquire the mangled and Hemorrhage status effect until healed

2.) Crime Scene Evidence- Considerably reduces the size of the skill check success zone for phone calls STACKS

3.) Killers Phone- Considerably reduces the time for the power gauge to fill on the Killer's Call Power

4.) ????- Upon the Killer's Call alert showing, the effected survivors aura is revealed to you for 4 seconds

5.) Bloodied Robes- Moderately increases the length of the movement speed buff from the Killers Call Power STACKS

Very Rare-

1.) Disturbing Phone logs: Upon activating the Killer's Call power, the nearest survivor becomes exposed for 10 seconds. After the Alert is given.

2.)Taunting Voice Mail: Upon surprising a survivor with the Watching... Waiting Power, the survivor is put into the dying state.

Ultra Rare-

Broken Cell Phone: Ringing from phone no longer alerts the Killer, but the audible ringing noise can no longer be stopped until a generator is finished or the killer has hit the survivor once.

Billy's Master Plan: While in a locker, the aura of survivors within 20 meters of you are revealed. Exiting a locker sends you into a sprint of 130% movement speed for 4 seconds. However, your terror radius is only reduced by 16 meters while in a locker.

PERKS:

Hex: Rampage: Hex: Rampage- The suffering of your victims brings you great pleasure and fuels your inevitable next kill. Upon the hooking of a survivor you gain a token, each token provides 2/3/4% movement speed stacking up to 4 times.

Disappointing chase: A strong bond with the entity unlocks the potential in ones aura reading ability. Upon the end of an unsuccessful chase lasting longer then 30/25/20 seconds. You reveal the auras of survivors that are more then 64/48/36 meter's away for 1/2/2 seconds. (Unsuccessful chase means no hit was landed on the survivor)

Merciless Hunt (Obsession Perk): Your needless obsession causes a need to get rid of any and all who stand in your way. For every survivor killed or sacrificed that is NOT your obsession. You gain a token.

1 Token (Unlocked with tier 3): The suffering you cause others hinders your obsessions will to continue fighting, Upon killing your first survivor, your obsession's crouch and walk speed is reduced by 10%

2 Tokens (Unlocked with tier 2): The continued slaughter of your survivors friends further hinders their willingness to help others, upon killing your second survivor, the obsessions action speed is reduced by 15% for all actions.

3 Tokens (Unlocked with tier 1) : The solitude of being the only one left crushes your obsessions will to continue. Upon killing your third survivor, the obsession lets out a cry, revealing their location and aura for 5 seconds.

Post edited by TheBushChicken on

Comments

  • Toxicity23
    Toxicity23 Member Posts: 387

    Pretty nice idea, however "Merciless Hunt" is absolutely USELESS until you level it up once.

  • Pretty nice idea, however "Merciless Hunt" is absolutely USELESS until you level it up once.

    Though it would synergize nicely with Save the best for last.
  • TheBushChicken
    TheBushChicken Member Posts: 8

    @Toxicity23 said:
    Pretty nice idea, however "Merciless Hunt" is absolutely USELESS until you level it up once.

    Actually thats a typo, thanks for mentioning it, the 3 token bonus is unlocked at tier 1

  • LCGaster
    LCGaster Member Posts: 3,154

    Hex: Rampage is way too weak to be a hex perk. You need to work too much for too little of a reward, Play With Your Food is much, much easier to gain stacks and way better. Hex perks are supposed to be powerful, Rampage is definitely not.

  • TheBushChicken
    TheBushChicken Member Posts: 8

    @LCGaster said:
    Hex: Rampage is way too weak to be a hex perk. You need to work too much for too little of a reward, Play With Your Food is much, much easier to gain stacks and way better. Hex perks are supposed to be powerful, Rampage is definitely not.

    Hex: Ram,page- The suffering of your victims brings you great pleasure and fuels your inevitable next kill. Upon the hooking of a survivor you gain a token, each token provides 1/2/3% movement speed stacking up to 4 times.

    Does this sound any better?

  • LCGaster
    LCGaster Member Posts: 3,154

    @TheBushChicken said:
    Does this sound any better?

    It's would be weaker than Play With Your Food if it wasn't for the fact that PWYF consumes a token every time you try to attack. So yeah, better. Maybe raise the % of one

  • TheBushChicken
    TheBushChicken Member Posts: 8

    @LCGaster said:

    @TheBushChicken said:
    Does this sound any better?

    It's would be weaker than Play With Your Food if it wasn't for the fact that PWYF consumes a token every time you try to attack. So yeah, better. Maybe raise the % of one

    Hex: Rampage- The suffering of your victims brings you great pleasure and fuels your inevitable next kill. Upon the hooking of a survivor you gain a token, each token provides 2/3/4% movement speed stacking up to 4 times.

  • LCGaster
    LCGaster Member Posts: 3,154

    @TheBushChicken said:
    Hex: Rampage- The suffering of your victims brings you great pleasure and fuels your inevitable next kill. Upon the hooking of a survivor you gain a token, each token provides 2/3/4% movement speed stacking up to 4 times.

    Yeah, that's about right

  • Mrrgle_the_Mediocre
    Mrrgle_the_Mediocre Member Posts: 346

    I don't know, for me it seems like killers like this with no real counterplay, no one likes. See Legion. To explain what I mean, even if you see he is about to call and you know he's going to, there isn't much you can do to avoid it. You can start running and maybe get a headstart, but he's still going to follow you. No matter what, the call goes off and he sees where you were. He's just a bootleg Doctor with instant access to his tracking. As for fixing the current power, maybe make it so it doesn't start ringing until after the first skillcheck? Although that makes competent players basically never get affected by it... I don't know, it's not entirely well thought out.

    As for the actual killer themself, I'd love to see Ghostface though I think they're done with 3rd parties for now. But the idea of Ghostface ringing my little phone and running at me with his goofy little run is... mwah.

  • TheBushChicken
    TheBushChicken Member Posts: 8

    I don't know, for me it seems like killers like this with no real counterplay, no one likes. See Legion. To explain what I mean, even if you see he is about to call and you know he's going to, there isn't much you can do to avoid it. You can start running and maybe get a headstart, but he's still going to follow you. No matter what, the call goes off and he sees where you were. He's just a bootleg Doctor with instant access to his tracking. As for fixing the current power, maybe make it so it doesn't start ringing until after the first skillcheck? Although that makes competent players basically never get affected by it... I don't know, it's not entirely well thought out.

    As for the actual killer themself, I'd love to see Ghostface though I think they're done with 3rd parties for now. But the idea of Ghostface ringing my little phone and running at me with his goofy little run is... mwah.

    Maybe make it so it activates within a certain range. So if you are within his terror radius. And he calls, it effects you. If your not then it doesnt. Which could lead to add-ons that increase the effective range or something?
  • Mockingbird_X
    Mockingbird_X Member Posts: 44

    Killers powers

    Two powers on one killer is overkill.

    Killer's call
    There is no reason for a skill check after the fist ring. Survivors would fail it intentionally - there is no big difference for the killer if there is only a single noise indicator, or two in quick succession.

    The problem about this power is that it does not take Survivor actions and skill into account. The closest power is Doctor's - but even that is not instant and it reles on Survivors staying in the terror radius (which can be avoided) for way too long and/or being actively hit by the secondary attack (which can be avoided).

    This power needs restrictions: maximum range, a sound effect that comes before the survivor's phone rings, skill checks before the ring comes etc. Even then this power sounds more like an aura-reading perk than a full power.

    Watching... Waiting
    This idea has potential, but I wonder what would make a Survivor walk close to the locker? If your Terror Radius is zero - no survivor is hearing it, meaning they know the killer is elsewhere, so they can focus on objectives.Thus they will be repairing generators and cleansing totems, not wandering around your specific locker. Also, since killer power is publicly known - the Survivors would know to stay away from lockers, when playing against your Ghost.

    Perks

    Hex: Rampage
    Overpowered even for a Hex. There are several Perks in game that increase Killer's movement speed:

    • Play with your food - max is 15%, it's not permanent and is restricted by the Obsession mechanic;
    • Agitation - max is 18% but active only when carrying Survivor;
    • Hex: No one escapes death - max is 4% and a Hex and works after Exit Gates are powered;
    • Hex: Devour Hope - max is 5%, time limit is 10 seconds after hooking and it's a Hex.
      Basically, you've created the maximum speed permanent all-time perk, and the only restriction is a Hex.
      Well, this is so overpowered it's in fact broken.

    Disappointing chase
    Okay but exploitable.

    Merciless Hunt
    Overpowered, might be a Hex or should provide substantial bonuses to the Obsession along with the penalties.

    First problem with Merciless Hunt is that these effects are already covered by better perks except for the movement speed:

    • the movement speed itself is way too much - 10% penalty means the obsession will NEVER escape a chase;
    • action speed is better hindered with thanatophobia;
    • aura reveal is better handled by BBQ&Chili

    Second problem with Merciless hunt is the fact it's directed at Obsession only. This means you are using up a whole perk slot to help you kill ONE survivor. Please review existing Obsession perks - they provide a more varying benefit that would help in hunting more survivors than one.

  • TheBushChicken
    TheBushChicken Member Posts: 8

    @Mockingbird_X said:

    Killers powers

    Two powers on one killer is overkill.

    Killer's call
    There is no reason for a skill check after the fist ring. Survivors would fail it intentionally - there is no big difference for the killer if there is only a single noise indicator, or two in quick succession.

    The problem about this power is that it does not take Survivor actions and skill into account. The closest power is Doctor's - but even that is not instant and it reles on Survivors staying in the terror radius (which can be avoided) for way too long and/or being actively hit by the secondary attack (which can be avoided).

    This power needs restrictions: maximum range, a sound effect that comes before the survivor's phone rings, skill checks before the ring comes etc. Even then this power sounds more like an aura-reading perk than a full power.

    Watching... Waiting
    This idea has potential, but I wonder what would make a Survivor walk close to the locker? If your Terror Radius is zero - no survivor is hearing it, meaning they know the killer is elsewhere, so they can focus on objectives.Thus they will be repairing generators and cleansing totems, not wandering around your specific locker. Also, since killer power is publicly known - the Survivors would know to stay away from lockers, when playing against your Ghost.

    Perks

    Hex: Rampage
    Overpowered even for a Hex. There are several Perks in game that increase Killer's movement speed:

    • Play with your food - max is 15%, it's not permanent and is restricted by the Obsession mechanic;
    • Agitation - max is 18% but active only when carrying Survivor;
    • Hex: No one escapes death - max is 4% and a Hex and works after Exit Gates are powered;
    • Hex: Devour Hope - max is 5%, time limit is 10 seconds after hooking and it's a Hex.
      Basically, you've created the maximum speed permanent all-time perk, and the only restriction is a Hex.
      Well, this is so overpowered it's in fact broken.

    Disappointing chase
    Okay but exploitable.

    Merciless Hunt
    Overpowered, might be a Hex or should provide substantial bonuses to the Obsession along with the penalties.

    First problem with Merciless Hunt is that these effects are already covered by better perks except for the movement speed:

    • the movement speed itself is way too much - 10% penalty means the obsession will NEVER escape a chase;
    • action speed is better hindered with thanatophobia;
    • aura reveal is better handled by BBQ&Chili

    Second problem with Merciless hunt is the fact it's directed at Obsession only. This means you are using up a whole perk slot to help you kill ONE survivor. Please review existing Obsession perks - they provide a more varying benefit that would help in hunting more survivors than one.

    If you read the rest of the comments, there is discussion about a maximum range, and the point of the second ability is that the killer can wait near a gen that they think a survivor is going to. As for the perks, the Hex is easily counterable, and most hexes are dealt with insanely fast. The hex's are supposed to be extremely powerful but easy to counter. Disappointing chase I agree could be exploitable. But not in any way that would be beneficial. There is a minimum chase timer, which means they have to go at least 20 seconds chasing a survivor and not hitting them. The killer would have to waste 20 seconds and lose the chase with a survivor they already found to exploit it. As for the obsession perk. The point of it is to close out games. and it wouldnt effect the obsessions ability to escape the killer at all. It says specifically in the perk "your obsession's crouch and walk speed is reduced by 10%" not run speed, it essentially hinders the obsessions ability to get from objective to objective without running. The 15% reduction to action speed is honestly not any worse then thanataphobia because you rarely have more then 2 survivors injured or hooked at the same time. If you do, then the survivors aren't healing for some weird reason, or you just leatherfaced all 4 in the basement. Not to mention the percentage is generally a lower amount unless its 4 injured survivors. In which case thana would be better, but its such a rare occurrence that it hardly holds any weight. As for the aura reveal, this isnt a perk meant to reveal everyone, its meant to reveal that final survivor that you are trying to find. In a way it can help the killer prevent hatch standoffs.