Orginal Killer Concept (One Foot In The Grave)
The Killer (The Gravedigger)
Height: Tall
Movement Speed: 4.6 Meters
Terror Radius: 32 Meters
Main Weapon: Modified Shovel
The Gravedigger's Lore:
Death, the one constant in Raymond's life hung like a crown on his head. Raymond's Parents were taken in a car accident, leaving the young man all alone. Having moved around the foster system never filled the hole that grew after his loss, having now taken to visit his parents graves at the local cemetery. Raymond's life would continue as normal but would always see one constant, Death. Death on the news, Death in his hometown, and death all around him. As Raymond grew the void began to soften, now working as a gravedigger and seeing a lovely women Carley. Unfortunatly Death decided it required more from Raymond and took Carley away from him. Raymond at the grave of his love heard a new voice, something cold telling him that all the pain will be worth it. The voice continued until Raymond snapped and started filling more graves with people who have not passed on yet muttering on and on about bringing peace to those stuck in a cruel world. Raymond filled the graveyard to full capacity and beyond and before he was apprehended, a dark fog consumed him…..
The Gravedigger can bring survivors to the brink of death…. and even beyond that using his power Last Rites.
Cadaver:
Pressing the active abillity button will allow the Gravedigger to exhume a cadaver who will be then be able to be commanded. The cadaver can then be controlled by the Gravedigger for 30 seconds max during this it moves at 4.4 and has a lulluby like heartbeat. It will take 4 seconds for a cadaver to fully emerge from the ground. The cadaver can attack the survivor by rushing forward with increased speed. If a survivor is 'hit' by the cadaver it will grip onto the survivor in its way. When a survivor is in a cadavers grip the survivor will be slowly be pulled into the ground until they are no longer visible, the survivor will be able to counter this by slowly destroying whats left of the cadaver by breaking off its arms and legs. While the survivor is gripped by the cadaver they will be afflicted with the Deafened status effect which will persist for 25 seconds after the cadaver is off the survivor. It takes 15 seconds for a cadaver to pull a survivor into the ground fully. While a survivor is gripped by the cadaver the Gravedigger will gain killer instinct for all cadaver'd survivors whithin 24 meters. When a survivor is fully pulled under the ground, they will be placed in a casket halfway buried into the ground. Other survivors can free the trapped survivor by grabbing a old shovel located in mounds of dirt placed randomly in the trial. Using the shovel they will fully dig up the casket which will take 30 seconds. The time to dig up casket can be sped up by 5 seconds for each survivor helping to dig up the casket. While a survivor is in the casket a hook state is not taken from then but instead a circle will begin to fill around after 90 seconds total of being in a casket they gain the effect: Deaths Embrace for the rest of the trial. While Deaths Embrace is on a survivor they will become oblivious, have a 8% hindered and if downed using a basic attack will be able to mori'ed regardless of hook states if not cleansed, Deaths Embrace will be on the survivor for the rest of the trial.
Mound Of Dirt
6 Mounds Of Dirt will spawn in the trial.If the Gravedigger walks up to a Mound he will dig through it and will be able to teleport to any Mound and can choose where to teleport. If a survivor is picking up a shovel from the Mound the Gravedigger is teleporting to a animation will play and the survivor will be jumpscared and be instantly picked up by the killer. It takes 8 seconds for survivors to pick up a shovel from a Mound.
The Gravedigger comes with 3 perks
Perk 1 Mortal Coil:
When a survivor is hit by a basic attack gain a token. The next time you lose a chase gain the undetectable status effect, the length is determined by the amount of tokens you have.
1 token-6 seconds 2-tokens-12 seconds 3 tokens-18 seconds 4 tokens-24 seconds 5 tokens-30 seconds. The maximum of tokens is 5.
You cant run from the reaper forever, no matter how hard you try……..— The Gravedigger
Perk 2 Hex: Burdens of the Living
When you hook the obsession they are cursed. Whenever next they attempt to unhook a survivor the time needed to unhook is doubled and will gain a 10% hindered status effect for 25 seconds. Burdens of the Living is removed if the totem is cleansed.
I got a nice casket waiting just for you…..— The Gravedigger
Perk 3 Accept the End:
When the exit gates are powered all survivors will hear the killers terror radius for 25 seconds and will scream at intervals of 3 seconds for 16 seconds.
Im afraid its time…….— The Gravedigger
Map: The Cemetary
Comments
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love the idea BUT it already needs nerfed a bit
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Nice idea!
I like it.
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On the power:
Cadavers
- The idea is interesting!
- Can the Gravedigger move while summoning a Cadaver? If not, the time to summon one should be substantially lower, to probably 1.5 to 2 seconds. Standing still for 4 seconds when your power has a 30 second time limit and moves at 4.4 m/s is REALLY hindering.
- The dash Cadavers have should be defined more; is it just a lunge, or do they have a Krasue-esque dash that can be used as real anti-loop?
- Why does a Cadaver have a time limit? Why are Cadavers slower than the Gravedigger?
- How does a Survivor fight back the Cadaver? You mention being able to free yourself from a Cadaver before being buried alive; how does that work? How long does it take? Can other Survivors help?
- A time of 12 to 20 seconds would make sense, given the Cadaver takes a lot of effort to make work and the Survivor is likely to be very far from the Gravedigger. Think of Victor trapping a Survivor in a locker as a basis, but increase that time to account for how Cadavers take up more of what the Gravedigger can do.
- Can the Gravedigger pick a Survivor up out of a casket to hook them? If not, why not? The Gravedigger still has to hook a Survivor to make progress in the game.
- Survivors should probably have something to do in the casket; it's mentioned they are afflicted with a status effect after 90 seconds, but what if the time was substantially shorter (30-45 seconds) and could be extended through a unique mini game, like how Skull Merchant's drones have a unique mini game to disable them.
- Why does undigging a Survivor take so long? Unhooking a Survivor takes very little time; undigging a Survivor should probably be no longer than 15 seconds.
- Are Survivors injured or healthy when undug from a casket?
Death's Embrace
- Death's Embrace seems like the primary end goal of a Cadaver; I'd say Cadavers should be able to do something special to Survivors in Death's Embrace. For example, instead of grabbing them and burying them, maybe Cadavers could injure them and gain an extension to their time limit? This would allow the Gravedigger to snowball by afflicting Death's Embrace to multiple Survivors.
- You mention a way to cleanse Death's Embrace. How do Survivors do that?
Mounds
- How do mounds spawn? Do they prioritize spawning near generators, like Xenomorph's tunnels? Do they spawn in place of some chests, like Plague's fountains?
- Why should taking a shovel take so long? They aren't crippling to the power like EMPs from the Singularity are. I'd argue they should take no more than 5 seconds to retrieve from a mound.
On the commenter saying the Killer needs to be nerfed—not really. The Gravedigger currently occupies a weird niche of "horrible power with good map mobility and a way to instantly kill Survivors"; a niche only Onryo exists in at current. I'd say the Gravedigger probably shouldn't be able to instantly kill Survivors with Death's Embrace, but Death's Embrace should be easier to apply and the Cadavers should heavily punish Survivors they chase for not removing Death's Embrace.
TL;DR: I think the Gravedigger's Cadavers should be defined better and be stronger, but Death's Embrace shouldn't be an instant kill.
On perks:
- Thematic and unique!
- Using existing perks as reference can be helpful in writing new perks in a more compact and legible way; Mortal Coil could be written far more compactly than it currently is if you used the same formatting as Play with your Food, for example.
- Hex: Burdens of the Living has the most interesting concept out of these, but the poorest execution. It discourages one Survivor from going to unhook, and doesn't do a very good job punishing that Survivor if they do end up unhooking. In addition, it is a Hex perk—it is temporary. Further, it requires hooking Survivors to get value, reducing the time it could be useful. I suggest:
- Having Hex: Burdens of the Living light itself when a Survivor is hooked, and unlight itself when they are unhooked. You can use Hex: Face the Darkness as an example of how to write this.
- I think that the perk shouldn't be an Obsession perk. It's already a Hex, which substantially weakens it.
- Hindered is a boring condition, and the current effect isn't strong enough to justify on a Hex perk. You could do something that sounds crazy, like a permanent Curse effect that substantially weakens the Cursed Survivor in chase, because of how many ways Survivors can limit the effectiveness of a perk. The first idea that came to my mind was blocking Windows and dropped Pallets the Survivor vaults instantly, but that's just one thing the perk could do!
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I'll admit this isnt my best work alot of it now that im re reading it does not sound that good but thanks for the feedback.
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