New Killer Concept: The Physicist
The Physicist
This killer resembles a scientist. Due to his lab accident, his face is in a constant state of flux, morphing and stretching into what is essentially a smear-mask. He has a cloud of particles and debris orbiting around him at all times.
His weapon is a sharpened metal slide-rule. When he enters normal attack mode, the animation shows him flinging it to the side to extend like a baton or switchblade. When he switches to his special ability, he slides the 2 pieces back together into a shorter ruler.
Special Ability: Particle Entanglement
While using his special attack mode, his movement speed is slightly increased. At a distance of 3 meters in front, the Physicist can use his particle accelerator tube (a large metal cylinder with gadgets and gauges poking off in all directions) to siphon some molecules off the survivor. This does NOT injure the survivor. These particles travel across the map and begin to coalesce on a random hook, highlighted with a green aura for both the killer and survivor. Other survivors can see a stream of particles float by and try to estimate which hook they’re headed toward (in order to prepare for a rescue).
After (10-15 seconds, not sure) of siphoning, the entire survivor ends up on the hook. If the survivor escapes the 3 meter range, progress toward transferring to the hook stops, but is NOT reset. If the killer finds the survivor, he can finish the job of particle transfer. The survivor must perform an action at the hook to reunite with his missing molecules. A standard attack will reset transfer progress.
Yes! This means we will see incomplete survivors running around. The siphoning goes from top to bottom. So you may see a headless Meg run by. Next you see an armless torso and legs amble your way, Dwight perhaps? It takes a moment to realize, but you then notice Ace’s shoes are running off in a different direction.
The amount of transfer affects survivors. If the head goes missing, the survivor’s view becomes darker, sounds are muffled, and they suffer from a greatly increased frequency of skill checks. If the arms go missing, the survivor can no longer perform any actions (repair, heal, open chests, pull levers, or pull pallets. We’ll need a new animation for window vaults.) Once there are only knees and feet left, the survivor moves faster, doesn’t bleed, and doesn’t grunt or breathe, but the entity starts phasing in at the hook. This only applies to the 1st phase of sacrifice, and occurs at only 25% normal speed. (This is to prevent survivors who are now very difficult to see from hiding out.) Each of these transfer phases will have an audible cue.
As a side note, because these particles can transfer far across the map, this killer will not typically be a camper. Also, because of the short range of the special power, it will take several attempts to fully transfer a survivor. This prevents an unfair “free hook”, as the killer will really have to work for it.
Perks:
Quantum Mechanics - Whenever a generator reaches 85%/60%/40% completion, its progress is transferred to random generator on the map and begins regressing as if damaged. The original generator is reset to zero. Both generators make a noise notification.
Chaos Theory - The killer has 1/2/3 clones of himself spawn at random places on the map, facing random directions, at the start of the match. Their movements mirror the killer’s. Their attacks are harmless and they will often run into walls, but they have the same terror radius and other sounds associated with the killer (like the Huntress song). The clones will NOT have the red stain.
Statistical Anomaly - When a survivor is hooked, the other survivors see the red aura simultaneously appear at 2/3/4 other hooks.
Comments
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Im really not sure about the perks...
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This sounds great the game could use an idea like this.
Bravo
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Im not sure about the last two perks but the first one is definitely interesting
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I’m glad you guys like the general concept! There seems to be some concern about the perks, but nothing is set in stone.
In regard to the perks, please keep in mind that we don’t want all the perks to be top tier.
Quantum Mechanics (did you catch the play on words there? Mechanics?) is the best of these 3. It forces survivors to relocate if they want to maintain their work progress. It also notifies the killer of the 2 generators in question to increase pressure. I should have mentioned earlier that after progress has transferred, the 2 generators involved will be immune from further swaps of progress (or else no gen would ever get complete.).
Chaos Theory is meant to spook survivors with the terror radius occurring all over the map. A quick glance might make you think the killer is coming and cause you to miss a skill check. You have to learn to specifically look for the red stain. Imagine running through a thicket of 4 EW3 Shapes milling about! This would especially spook lower lever players.
Statistical Anomaly forces players of be conscious of where a teammate goes down. If you don’t pay attention and see 5 hook notifications pop up at the same time, you won’t know which one to run toward for the rescue!
None of these are game changers, but they sure would be fun!
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Imagine this... Tier 3 Distressing and Tier 3 Chaos Theory on Doc., with Calm Add-on.
Your terror radius is LITERALY EVERYWHERE!
Bonus points if it's on The Game or Lery's.
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I like the two modes the most, the killer power is interesting.
I wouldn't mess around with the player models by taking things away, instead add the usual meter on the player status part of the UI & an effect that makes them easier to spot. This would further encourage reassembling themselves at the respective hook.
Like others said don't remove actions or abilities from players as the effect gets worse.
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The Killer Power will become meme worthy XD Just a problem with Claudette already Stealthy enough now even more unseenable.
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You guys raise good points, but dang I’d love to see some headless survivors running around! @SurpriseSurprise I agree, this could use some polishing. You had some good ideas there, so while I probably won’t address everything, here’s some revision.
Instead of bodies disappearing top to bottom, or bottom to top, they shrink (in terms of thickness) down to twigs and eventually disappear. As their molecules are ripped off their bodies and sent to the random hook, they leave behind a visible, glowing “electron cloud” that forms around what remains of the survivor? As the effect progresses, the cloud becomes denser and brighter. Once the survivor is entirely vaporized, the cloud zips across the map to the hook, carrying the consciousness of the survivor (the player’s view) with it
This would address the issue of partial bodies being too hard to see, and in fact adds another element. Some players are fine with more skill checks (keep this, because it’s hard to work machines with wispy hands) and darkened sounds and visuals (remove), but nobody wants to emanate a glow! This will encourage survivors to seek out their hook and reincorporate their bodies rather than “just deal with it”. One of my goals here is to avoid the issue with The Plague, where infected survivors just stay sick and don’t bother doing anything about it.
Oh, and we don’t need to worry about what happens to the separated molecules when a survivor is hooked. Remember, if the killer lands a standard attack, all the transfer progress is reset.
There were here several concerns mentioned about the Chaos Theory perk. @TheGameZpro3 described what I think would be an awesome situation with this perk! I would love to see something like that happen. The idea of creating the clones when desired is interesting, but might have issues with controller mapping as most other perks are either passive or tied to an existing function. Still, clones getting stuck on walls would be a mess huh? So how about they pass through walls and objects, and only get stuck on the perimeter walls of the map? Survivors will know not to fear killers that go through walls, but they still achieve the effect of spreading a disorienting terror radius and startling survivors at first glance. Besides, imagine the horror of a killer appearing from the generator you’re working on!
Statistical Anomaly: Yes, the auras will mirror the actions of the survivor on the hook.
Quantum Mechanics: I like your idea of the perk tiers affecting how many transfers occur rather than what completion percentage they occur at, so let’s go with that. Furthermore, when progress is transferred, both generators involved should make a noise notification which is visible to all players, similar to when generators are completed.
I really appreciate all the feedback you guys have provided so far. If possible, let’s polish this thing up into a complete package and see if we can get the devs to notice at some point!
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