Killer idea - The Acolyte
The Acolyte
Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices.
Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial
Movement Speed - 115%
Terror Radius - 32 meters
Height - Short
Power: Blood Ritual - Every time the Acolyte hits a survivor he gains a blood token. He can channel M2 (2 seconds) to expend 2 tokens in order to call upon the entity's favor giving him a choice of 3 essence orbs: Green, Red and Blue which can be selected from simply by looking at the appropriate orb and pressing M1.
Once an Orb is obtained pressing M2 again will consume the currently held orb which will grant you a temporary Absorption buff depending on the color of the Orb used for 20 seconds and then a permanent Essence buff also dependent on the color when the duration runs out. Each Essence buff may be collected multiple times and stacks with itself indefinitely.
The effects are:
- Green - Increase your movement speed by 0.2 M/S and your vault speed by 20%. Essence effect - Increase your movement speed by 0.04 M/S
- Red - Increases your pallet and generator breaking speed by 25% and decreases your Successful Attack recovery by 50%. Essence effect - Increase your pallet and generator breaking speed by 5%
- Blue - Decreases your terror radius by 10 meters and increases your Lunge duration by 0.2 seconds. Essence effect - Decreases your terror radius by 10%.
Addons
Brown
- Cursed branch: Start with 1 Green essence
- Blood stained cloth: Start with 1 Red essence
- Unopened letter: Start with 1 Blue essence
- Talisman: Slightly increases summoning speed (-0.25 seconds)
Yellow
- Alm of Haste: Moderately increases the absorption vault speed increase of green orbs. (+5% vault speed )
- Alm of Bloodlust: Moderately increases the absorption attack cooldown reduction of red orbs. (+12.5% attack cooldown decrease)
- Alm of Secrecy: Moderately increases the absorption lunge range increase of blue orbs. (+0.05 seconds lunge)
- Canvas Talisman: Moderately increases summoning speed. (-0.5 seconds)
- Decorated vial: Increase absorption duration by 10 seconds
Green
- Aged Alm of Haste: Increases the effect of green essence moderately. (+0.02 M/S haste)
- Aged Alm of Bloodlust: Increases the effect of red essence moderately. (+2.5% pallet breaking)
- Aged Alm of Secrecy: Increases the effect of blue essence moderately. (-5% TR)
- Rotten Talisman: Considerably increases summoning speed. (-0.75 seconds)
- Crystal necklace: Moderately increases all Absorption vault speed, attack cooldown and lunge duration effects.
Purple
- Rotted Alm: Moderately increases all essence effects.
- Cultist Robes: Orbs cost 1 less blood
- False Idol: start with 1 of each essence
- Sentimental Relic: The first time you absorb each color Orb all Survivors will receive the exposed status effect equal to it's duration and you will not receive it's essence afterwards.
Red
- Iridescent Alm: Each orb grants an additional essence. Reduces the Absorption duration by 15 seconds.
- Bloody Offering: Your first 3 orbs are free, tremendously increases summoning speed. (-1 second). Additional orbs will cost 1 more blood than normal.
Perks
- Ritual of sacrifice - You may kill 1/2/4 survivors who have been rescued from the hook after the summoning phase (Note: This only saves the time between picking them up and hooking them since they are dead on hook at this point)
- Hex: Devotion - Each hooked survivor increases your movement speed by 5%. This effect is persists for 5/10/15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken
- Curse of solitude - A random survivor is the obsession. Anyone who does a cooperative or altruistic action with or on the obsession or has a cooperative or altruistic action done to them by the obsession gets exposed for 20 seconds. The obsession gets a 15/10/5% action speed bonus to non-altruistic non-repair actions preformed alone and an additional 5% bonus for each other dead survivor
Survivor Perks
- Hyper Sensitive - Pain fuels you. You gain an additional 50% speed when getting hit by the killer for 1/1.5/2 seconds
- Without a trace - You escape with nothing left from you. When the exit gates are powered you leave no scratch marks for 40/50/60 seconds.
- Fleet feet - You make your way around easily. While healthy and not in the killer's terror radius or in a chase you run 4%/5%/6% faster
Credit to @L3gi0nMa1n for most of the addons and @8obot1c for the Survivor perks
Comments
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Any idea's what survivor perks would be good?
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COMMON ADDONS
Talisman: Slightly increases summoning speed.
Old Alm: Slightly boosts all orb effects.
UNCOMMON ADDONS
Alm of Haste: Increases the effect of the green orb moderately.
Alm of Bloodlust: Increases the effect of the red orb moderately.
Alm of Secrecy: Increases the effect of the blue orb moderately.
Canvas Talisman: Moderately increases summoning speed.
Small Offering: Start with one extra blood token.
RARE ADDONS
Aged Alm of Haste: Increases the effect of the green orb considerably.
Aged Alm of Bloodlust: Increases the effect of the red orb considerably.
Aged Alm of Secrecy: Increases the effect of the blue orb considerably.
Rotted Talisman: Considerably increases summoning speed.
VERY RARE ADDONS
Rotted Alm: Considerably increases the effect of all orbs.
Bloody Offering: Start with two extra blood tokens.
ULTRA RARE ADDONS
Iridescent Alm: Tremendously Increases all orb effects. Start with 2 orbs of any type.
Foggy Offering: Start with 3 extra blood tokens, tremendously increases summoning speed.
Iridescent Symbol: Every time 5 orbs are obtained, all survivors suffer from the exposed status effect for 30 seconds.1 -
@L3gi0nMa1n lovem.
One I'd like to add
Very rare:
Cultist Robes - Gain an additional blood token each time you hit a survivor
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I added the addon names and values to the OP
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@NuclearBurrito said:
I added the addon names and values to the OPNice, happy to help out
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Awesome perks, I can see myself running all of them, especially the first one ;)
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Certainly counters the strategy of saving the new DS for endgame
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I posted a somewhat similar idea a while ago. This killer seems very interesting, I like it, good job.
But I do have a couple of questions. How many of this orbs can you take? Can you take the same one more than once?
So, basically, is there a limit?
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@LCGaster in theory you can take as many orbs as you like so long as you get the tokens for it first. No limit to how many of each you can get, the downside is the amount of time it would take to set that up is enough that the survivors would have finished doing the gens long before you've built up enough power to make it OP especially since the first of each orb you get is just making up for lower base stats unless you use addons
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Changed the addon rarity a bit to put it more in line with other Killers
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Changed addons a bit more because I realized he's a bit broken with them. Also changed the rarities a bit to further put him in line with other Killers.
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I dont understand the power, but the first perk is very overpowered. I cant count how many times ds saved me from dying, a teamate flashlight saved or the killer got bodyblocked.
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Curse of Solitude?
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Anyways if you are talking about Ritual of Sacrifice then preventing those things is entirely the point.
It doesn't completely negate them since you still have to get the first 2 hooks, but it means you can 100% secure the Kill on the 3rd down without worrying about a last second DS or flashlight save.
If you are worried about the perk then use DS on the 2nd down instead of saving it.
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I edited it, it was the first one. Also, this killer would be too weak at the better ranks, he would be an m1 killer slower and without a lunge, and such a big terror radius would make it impossible to get a surprise attack. I have some change ideas, i will write them
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I'd like to remind you that while yes that's a weaker early game the entire point is that after the game gets going he eventually becomes a Killer that can move super fast, break pallets and vault really fast as well as have a low attack cooldown or have a really small TR with an insanely large lunge depending on the orbs he takes.
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That being said I'm all for hearing suggestions.
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You can't really mess up with the lunge, the bigger it gets is T3 Myers without being broken. I have an idea for this killer:
Make him a 115 speed killer, with the regular lunge and vault speeds. Make it so he has a power gauge just like freddys, but it only charges when he hits a survivors, gen or pallet (maybe when a gen gets completed or a totem gets broken) Make it so when it is charged, he can press m2 and enter "Devotion" and gain massive buffs like 20 percent in each category and additional 10 percent speed, but after devotion ends he keeps a small percentage of it.
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Yeah but that isnt really how it works. I dont get to press e when ds is active and stun the killer, there is a whole process. The perk is very unbalanced and a lot people think ebonys should be that way, so the perk is basically a free ebony
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You press space when DS is active and stun the Killer.
There are plenty of other examples of other perks that can be used to counter each other, for example Calm Spirit completely negates Infectious Fright and Stridor counters Iron Will.
If those things aren't in use then the perk is just a slight time save, which while important isn't a huge game changer like you are suggesting.
Anyways though the Perks are secondary to the Killer, so lets just agree to disagree so we can work out that suggestion of yours (which I'm still evaluating)
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Not sure if you ever used the perk but he has to down you, pick you up and then you use ds. Ok, ill wait for you to evaluate my ideas
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While I get the idea there are some problems.
First of all not all categories are created equal. So having all of them get a 20% and then some smaller bonus wouldn't work since everything getting the same bonus severely limits what numbers would work.
Second of all the specialization aspect where you gain specific abilities of your choice to suit the situation is a core part of the Killer, so having it just give a single buff to everything would remove a critical part of the idea.
That being said I think I can make something along these lines work:
- Keep the token system as is.
- Collecting an orb grants a much larger buff than it currently does temporarily, but gives a smaller stack-able permanent buff like now (but not as much as now to counter-balance it).
- If you think it you should be able to use the orbs mid chase for the temp buff then the summoning and absorbing the orb parts can be separate. (summon an orb like I stated in the OP already, and then consume them instantly with M2 to get the buff)
Here's a draft for the specifics.
- Green orb: +0.2m Movement Speed and 25% Vault speed for 20 seconds. +0.04m permanent Movement speed afterwards
- Red orb: +20% pallet break speed and +50% Attack cooldown reduction for 20 seconds. +5% permanent pallet break speed afterwards.
- Blue orb: -8 Meter TR and +0.1 seconds of lunge (same as T3 Myers) for 20 seconds. -2 Meter permanent TR reduction afterwards.
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If needed for balancing purposes it can cause the Acolyte to glow the corresponding color for the duration. For the Blue orb this would be a night blue mist that instead acts as camouflage while Green and Red would be brighter.
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And yes if I did this I would be taking out the initial stats deficit.
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Honestly I think the devs should look more into this. It's honestly such a great and fantastic idea. And if they did this, being a survivor main, I personally would be excited and wouldn't care if they added a survivor or not.
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Thanks!
Any input on @WickedKatz's idea?
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Hyper Sensitive - Pain fuels you. You gain an additional 50% speed when getting hit by the killer and it lasts 1/1.5/2 seconds. The effects go off after the time is up.
No Marks Left Behind - You escape with nothing left from you. When the exit gates are powered you leave no scratch marks for 60/80/100 seconds.
Fleet - You make your way around easily. When not in the killer's terror radius or you are injured you run 4%/6%/8% faster
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I like it. I'll put them in the OP in just a sec although I'll tweak the wording a bit for the sake of QoL.
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@8obot1c btw I made it both 6% and gave it an additional out of chase requirement so that Freddy and Mirror Myers aren't completely screwed over by the perk.
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My only change would be putting them closer to a 'normal M1 killer' at first:
Movement Speed - 114%
Terror Radius - 34 meters
Height - Short
Power: Blood Ritual - The Acolyte starts the game with a 5% penalty to action speed (breaking pallets and generators as well as channeling this power) and attack cooldowns, he also vaults slightly slower (-2.5%) and has a reduced lunge (-.5 meter).
Otherwise soon after release any survivor in the know will notice the killer coming and loop them enough to prevent them from becoming 'normal'/above M1s. Since their power is only 'fixing' their normal stats after 5 hits (excluding addons) they shouldn't start too far below killers who have a power alongside their normal status
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Reading further in generated a few questions (obviously stuff that would need nailing out more on devs side but still):
Will the 3s channel be completely still? reduced movement like clown's reload or perhaps an even slower movement like legion/nurse fatigues?.
I assume after the channel to choose an orb you'll have to hit one of three buttons: will they be m2, space, control (by defaults) so if a survivor comes in range you can punish them?
Can you spend multiple tokens in one summon? IE pooling 4 to get 2 orbs in one go
- Moving onto addons: Which ones can or can't stack? Basically any of the very rares x ultra rares (the ultra rares sort of impeded one another I assume) sound pretty strong paired: Moderate + Considerate essence effects, with first orb costing 1 less. Considerate + all orbs costs 1 less, and first one costs 1 (free 2 orbs at start & buff). Start with 1 of each considerably & first one costs 1. 3 orbs cause expose x having 3 free orbs at the start to use (use 2 at first then 1 later if my first question is has to be repeated).
- Finally if I remember right they usually do 4 / 5 / 5 / 4 / 2 for addon rarity for new killers so you'd have to create 1 more for uncommon / very rare basically?
Perks time! I quite like the three of them as 2 are very new feeling compared to other perks. The perk-based mori is nice as that's how I use moris for the most part anyway.
For the hex: there doesn't seem to be a hint that the killer is using it (ala devour hope) so I actually like the thought of players not caring about totems ignoring it thinking it's haunted ground or so on.
For the curse: will the player know they're cursed from the get go? or surprise once they work on a chest/totem/sabotaging or worse altruistic a survivor.
Glanced at survivor perks: the gate one feels a bit too strong to basically run at 100% for that long. poised gives it for 10 seconds at its highest for a generator being finished and adrenaline runs for 5 seconds (imagine pairing the 2). Fleet footed also feels a bit too high, but that might be me misreading it: will it ever work in a chase? Or is it just so long as not 'in danger' + healthy you run faster?
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Ok from the top in order.
- The channel is completely still and would be similar to the Hag's animation. Remember that Red essence speeds up this animation as one of it's effects. You are not intended to be using this in a chase.
- I was going to have the selection always be via M2 only. Basically the channel makes all 3 orbs pop up around you and then you would look at the appropriate orb and press M2 in order to make your selection. This could be indicated like it is for Freddy or Demogorgon when selecting a gen or portal
- Currently you'd only be able to take 1 at a time. If that is a problem then it could simply be that you keep taking them until you run out of tokens after the channel.
- All addons are designed to stack. It took me awhile to make that work without anything utterly game-breaking coming up. I forgot there was 5 for the other 2 rarities so I'll come up with something for that.
For the perks:
- Yes that is part of the idea behind the hex. The other part being that it is excellent for snowballing as it's one of the few effects you can have tied to someone being on the hook that doesn't encourage camping, since camping doesn't take advantage of the speed boost.
- Curse of solitude notifies the Obsession exactly like it does with Dying Light. The other Survivors won't learn anything until the effect is triggered at which point they will probably stop helping in the future.
- I can reduce the duration of the scratch marks perk
- Fleet footed will never work in a chase and if you are in the terror radius or injured it won't work even outside of a chase. This means against Freddy once he finds and starts chasing you the perk immediately deactivates even though you are oblivious and healthy.
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btw regarding the merits of this:
vs
Is dependent on how strong the core idea of a stack-able buff to base stats is. From an enjoyment prospective I do think I can make it work either way, but the important difference is the early game.
Specifically him being a regular Killer that scales quickly means he's going to have a hard time in the early game but be extremely strong in the late game.
Having it be a large boost and then a much smaller (but still important) scaling keeps the core idea but smooths out the power curve by a lot reducing the extremes.
Personally I actually really like the idea that Wicked came up with for a temp strong boost and then a weak permanent boost afterwards, since that allows for strategies about when to use the temp boost (which I can then design in to give the Killer a bit more flair). It also makes the addons easier to work with since I have more things to tweak (keeping them from being utterly OP is actually really hard given how the Killer works as is).
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Basically either way can work out with the right perk building to offset rushing or so on. I'd personally prefer the former with slight reduction in initial build but I always look at it addon-less first since any killer should be able to perform 'fine' without them. I just don't like the sound of the active-buff because if survivors can know you have it on they'll pallet you early or so on to avoid the majority of the buff, even more so if you do give a tell of what one you're using.
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The idea is that I'd have it be such that you can do a Myers style 99% except with Green buff which is versatile enough to not need the strategy.
Specifically how it'd work (right now there is no need for it to be like this) is that you'd do the channel and pick up the orb of your choice and then just hold onto it. From there if you press M2 again it will consume the orb and grant it's effect, this time with no channel or slowdown. Thus you plan ahead which orb is most likely right for the next situation and then can chose the exact timing to get the buff, this is why the duration can be so short, and I'm considering making it even shorter.
So for example you can use blue to get in a bit closer, but you can also use it in the middle of chase nearby a pallet to get a cheeky lunge hit when they think they are safe.
Or just have a Green orb on standby so you can have an extra unexpected burst of speed in order to bait out an extra loop before consuming the orb to get the hit.
And of course you can use Red for defense if they are grouped.
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Basically, you're thinking Corrupt style usage, I'm thinking Frenzy style usage.
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I'll edit the OP with the nuances. If you convince me I can always just change it back anyways.
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Imagine if they make one of them the norm and an addon to modify :D
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Like only 1 orb choice and you need addons to get the other 2?
Yeah not doing that.
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I have now done so.
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Oh and when I say it makes it easier to work with addons that's a good thing for his base kit.
Basically I can't make his basekit too strong or else his addons would make him OP.
However if I increase the total number of effects that can be altered then I can have different addons just give variety rather than just getting stronger with rarity. This means I can have his basekit be stronger than it otherwise could be due to now having an easier time making weak but still interesting and useful addons.
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So a couple of questions. The sacrifice perk, basically a mori as a perk? And with the orbs, how long do the effects last?
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Mori on a perk that only works on death hook. Kinda like Pyramid Heads final judgment but not quite as fast.
As for the orbs. The absorption buff is 20 seconds but the Essense effect is both permanent and stacks indefinitely.
Over an infinite trial he can increase his stats an infinite amount. This is of course counterbalanced by the lack of an infinite trial and having no power otherwise.
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That actually reminds me. I wanted to change the blue orbs essence effect to a % so it could scale indefinitely.
I have now done so.
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Fixed up some formatting
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