http://dbd.game/killswitch
Killer concept: The Entomologist (Studies insects).
(I had some fun cuz i was bored, open to criticism!)
The Entomologist
Difficulty: Hard
A faceless killer, inducing pain with swarm of insects and nectar to guide it with their power, Hive mind.
Their personal perks, Scent Of Nature, Double minded and Sticky Formula, allow them to easily track survivors with manipulation of smell by doing actions.
attributes:
4.6MS
32TR
Height: tall
Power: Hive mind.
The scent of nectar is too enticing to leave behind.
Nectar Manipulation
You start the trial with 5 nectar, hold the power button to use and aim Nectar placement, allowing you to place nectar at your wished position.
Pressing the power button will instead place nectar on the nearest vault or pallet.
Using Nectar placement will slightly slow you down and eliminate any older nectar placed, if you have no Nectar stored, the current nectar on the map will disappear after 12 seconds.
You can reload nectar at locker.
The swarm
At the the start of the trial, the swarm will be dispersed, while the swarm is dispersed, any nectar placement will summon the swarm after a delay to the position of the nectar, if the swarm is summoned and it isn’t on nectar at the current moment, it will fly towards the location of the nectar, ignoring obstacles.
If nectar is on a vault or pallet, it will instead just block it, preventing usage of it for survivors.
Survivors standing in the swarm are incapacitated and slowly become rotten, rotten survivors are slowed and the more rotten they become, the more they are slowed.
If a survivor is fully rotten, they lose a health state and lose the rotten effect while the swarm disperses.
The rotten effect slowly disappears if a survivor doesn’t interact with the swarm for a certain time.
Specified power stats:
Cooldowns between nectar placements: 5 seconds.
Spawn range for nectar: 32 meters. (Works like a pinhead gateway summon, but the range increases a lot faster).
Swarm area range: 4 meters.
Swarm travel speed: 4.0MS.
Rotten effect slow: 5%-20% depending on how rotten they are.
Rotten gain speed: +25% per second.
Rotten depletion: -10% per second after not gaining any rot for 10 seconds.
The swarm’s aura is revealed to you.
Perks:
Scent of Nature:
The scent of prey mixes with nature.
Survivors that escape a chase from you are incapacitated and have their aura revealed to you for 8/9/10 seconds.
This perk has a cooldown of 120/105/90 seconds.
Double minded:
Share your mind, as if the mind was a hive.
Injuring the obsession with a basic or special attack reveals the aura of all other survivors within 6/8/10 meters of the obsession for 40/50/60 seconds. The obsession is aware that Double minded is active on them.
This perk has a cooldown 150 seconds.
Sticky formula:
A special formula attracts the best.
Using a vault reveals its aura in white and effects it, a survivor that interacts with an effect window gains a 4% hindered and aura reveal for 4 seconds, the hindered will not apply if in chase.
The effect of sticky formula disappear from if it is used.
Up to 3/4/5 vaults may be affected by Sticky formula, a visual effect is shown for all players on effected vaults.
(edit: corrected perk descriptions, slight balance tweaks)
Comments
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I may not understand this power very well, so you will correct me here.
- So you put nectar either on vaults or your current position.
- When out of nectar, you can still keep putting them and lose the previous ones (Just like hag)
- You are able to place even more if you reload (Just like Huntress)
That's what I understand quite good I think. But from the swarm description, I don't get it at all, sry 😅.
Also, the nectar duration (12 seconds feels like nothing). But you just need to explain the power to me.
Perks:
- Scent of nature - Instead of incapacitated, I would give hindered, decrease the cool-down to 60/50/40 seconds and the duration for 8/9/10 seconds or once you start chasing that person again. Personally, a nice concept.
- Double-minded - range for 4/6/8 seconds (only for a good measure), duration for 30 seconds and cool-down for 30 or maybe 60 seconds cuz it is waaay too long. I'm okay with that.
- Sticky formula - you wrote revealed vault and then you mention the generator. It reveals a vault by any means which automatically makes some other perks no longer valuable but the effect of vaulting them is hindered out of chase which is a mere effect here. (I would introduce it as a separate killer power or rework it with some different effects.
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Basically, the nectar is the position where the swarm will go, i probably should’ve mentioned that you can’t put more nectar out when you have zero left. Also, the nectar being 12 seconds is only for the final placement when you’ve ran out.
the swarm is like a small area that effects survivors and you have to manipulate it to different places to catch (or pressure) survivors. If a swarm is dispersed, it’s completely gone.
on to the perks, i like the suggestion for the changes to scent of nature, double minded to me personally should last long since it only triggers on the obsession, but fair enough. Finally sticky formula was changed a lot during the making so i’ll correct it: vaults you use are effected by sticky formula, those vaults effected by it will only trigger it (also, yeah, maybe i should nerf it. Also also, the generator part in the description is an error dont worry.)
thank you for the comment!
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Thx, now i understand it better. So i suggest removing locker reload, buz it might buy survivors unnecessary time. Overall, without any practice tests, I'm kinda okay with that.
You can check my killer ideas if you have time. I am also making a big idea of 4 killers, which is very exhausting for me cuz to think how i concept the power and perks without testing in practice. It's taking already about one month.
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I’ll be sure to check your idea’s! I enjoy reading concepts.
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