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The Reaper (Killer Concept, with Perks and Add-Ons)

Humanarian
Humanarian Member Posts: 230
edited September 2019 in Creations

Greetings, everyone! Since there is an entire section for suggestions and feedback in Dead by Daylight community center, I've decided to share my idea for a killer with all of you. This is my very first time suggesting a new playable character anywhere, so, please, don't judge too harshly. I hope that you're going to enjoy my idea.

Also, yes, I know that the idea of adding The Reaper into Dead by Deadlight isn't something new around here, but I think my idea for him is rather interesting.


The Reaper


Basic stats

Appearance: the grim hooded figure in the black robe adored with the ancient talismans and strage runic symbols, armed with the infamous grimly designed scythe that he carries at all times, emits the otherworldly fog said to be the part of the Vortex of Souls; the face of the figure cannot be seen, there's only the darkness underneath the hood.


Weapon: Death Scythe

Speed: 115% | 4.6 m/s

Alternate Speed (Ghost Form): 81% | 3.22 m/s

Terror Radius: 32 meters

Height: Tall


Lore

(in development)


Powers

Primary: Ghost Form

Death is the ultimate primordial force, no walls, prayers or magical barriers can defend a mortal from it. When activating the power, The Reaper gains the Ghost Form, that begins to drain his Power Gauge. While in Ghost Form:

  • The Reaper becomes unbound by the gravity and any physical objects on the map, phasing freely through them,
  • the movement speed is reduced by 30%,
  • the basic or lunge attack cannot be used.

The Ghost Form can be activated on demand, but requires 1.5 seconds to end (the Power Gauge is not consumed during that time). If the Power Gauge runs out, the Ghost Form ends abruptly.


Secondary: Mark of Death

No mortal can escape their fate once Death has come for them. The Reaper can apply the Mark of Death to any hooked Survivor. The marked Survivor suffers a 10% Action Speed penalty to Healing. If the marked Survivor enters the Exit Gates zone or uses the Hatch, The Reaper gets immediately teleported in front of them, facing them. This cancels any animation The Reaper is locked in and makes him drop a Survivor at the location where he was before the Mark of Death has been triggered, if he was carrying one.

Mark of Death can be applied only to one Survivor at a time. When the teleport is triggered, Mark of Death disappears from the [i]marked[/i] Survivor after 1 second. While a Survivor is marked, it is possible to grab them from the Hatch.


Memento Mori

The scene begins with The Reaper disappearing from sight as the dying Survivor turns onto his back and looks around. Then the Survivor's chest gets impaled by the Death Scythe from beneath. The Reaper then reveals himself as he rises, phasing through the ground and raising the impaled Survivor into the air via his weapon, bringing him closer to his never seen face. Then the soul of the Survivor gets torn from the body as the Survivor screams in agony before their body goes limp. During that process, the further the soul is separated from the body, the less it resembles the Survivor it belonged too, turning barely visible and eventually becoming the part of the otherworldly mist emitting from The Reaper.

The scene ends with The Reaper tossing the dead body aside.


Perks

Tolling Bell

Every fight a mortal puts up is yet another step towards their final date with Death. Whenever the generator is fully repaired, the Survivor who has repaired it suffers from the Exposed status effect for the duration of 20/25/30 seconds. If the generator has been repaired by multiple Survivors simultaneously, the Exposed status effect applies only to one of them. The target gets chosen randomly.

Quote: "Every beat of a mortal's heart is a sound of the tolling bell."


Hex: Inevitable End

A Hex rooting its power on hope. The power of your Hex Totem calls upon The Entity to deny the Survivors any possibility of escaping the inevitable. Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it. While this Hex is active, The Entity blocks the switch boxes of the Exit Gates and the Survivors' Movement Speed is reduced by 2/3/4%.

The Hex effects persist as long as the related Hex Totem is standing.

Quote: "We're born different, but we're headed to the same end."


Eternal Rest

There is neither fear nor pain awaiting the mortals on the Other Side. Once a Survivor is sacrificed or killed, every remaining Survivor shares the experience of the afterlife peace with them, resulting in them getting a 10/20/30% penalty to Repair, Healing, and Sabotage speed for the duration of 30 seconds.

Quote: "Agony, ecstasy, peace. Every passing has a beauty all its own."


Add-ons (only some)

Black Ribbon (Uncommon)

A piece of black ribbon oftenly applied to the pictures of the deceased ones. Reduces the time required to end Ghost Form by 0.5 seconds.


Black Rose (Rare)

A perfect choice of a flower to bring to a funeral. Phasing through the dropped pallet gives the 20% Movement Speed bonus for the duration of 1 second.

Quote: "May you rest in peace."


Ouija Board (Very Rare)

The infamous spiritual board that is said to bring the spirits of the dead back to the world of living. If the marked Survivor is killed or sacrificed on hook, Mark of Death is applied to one of the remaining Survivors.

Quote: "If Life is a game, then Death is it's sole winner."


Pocket Watch (Very Rare)

An old silver pocket watch with a cracked glass. When Ghost Form is active, every Survivor outside of the terror radius suffers a 20% penalty to Repair, Healing and Sabotage speed.

Quote: "Death sets a perfect example. It's is never in hurry, but always on time."


Necronomicon (Iridescent)

The legendary tome of the forbidden otherwordly knowledge. Reveals the auras of Survivors within the Terror Radius while Ghost Form is active.

Quote: "If you want the dead to share their knowledge with you, join them."


Grim Sickle (Iridescent)

A grimly designed sickle that emits otherworldly energy. A marked Survivor gets a Broken status effect which persists for as long as Mark of Death is active on them.

Quote: "In the end, all bow to Death."

Post edited by Humanarian on

Comments

  • Pugpablo123
    Pugpablo123 Member Posts: 115

    Although this is extremely well thought out, I do not understand how ghost form could be useful, especially in outdoor maps. Perhaps you could inform me?

  • Humanarian
    Humanarian Member Posts: 230

    Why, of course! Basically, my idea behind The Reaper's gameplay is making him a reverse Nurse. While Nurse can go through the walls by blinking, but then needs to hit the target quickly, because then she's slowed and has to wait for fatigue, The Reaper goes through the walls by phasing, yet cannot attack immediately and has to wait for 1.5 seconds for the Ghost Form to end.

    Ghost Form can be used on many maps to deny Survivor any loop. It's also worth noticing that Ghost Form could be deactivated right after activating, beginning the countdown of 1.5 seconds while the ability to phase through is still present. That could win the time, catching a Survivor off guard with regaining the ability to attack right after phasing through the wall.

  • Ark_the_Bonsai
    Ark_the_Bonsai Member Posts: 867

    I like it overall, though a few notes.

    The cooldown before he's allowed to attack is definitely needed but he shouldn't also be both slowed and have a power gauge. tbh, I don't think he really needs either with the stun but he definitely doesn't need both (If I were to choose, I'd let him move at normal speed but keep the gauge)

    Inevitable End is a bit much, but only because paired with noed it would literally be unbeatable. If you stack a killer speed boost on a survivor speed penalty it's already gonna be ridiculously powerful. I'd recommend just keeping the switch block (because I ######### love the idea of blocking the exit switch. Imagine the switch is blocked, then they break the totem, then Remember Me kicks in, then blood warden kicks in. You're not leaving my game damn it)


    Everything else is pretty damn good IMO. He himself would be an average tier killer that would excel on small, tight, and/or indoor oriented maps.

    I especially like Tolling Bell and the Mark of Death (Well, I specifically like the idea of combining the mark with Blood Warden)

  • Humanarian
    Humanarian Member Posts: 230


    I've tried to keep my concept as ballanced as I could, but, of course, the end result would depend on the ballance team. I've planned Hex: Inevitable End to be a reverse Hex: No One Escapes Death, and put the small Movement Speed penalty purely for the sake of the perk having different ranks.

    There is a problem combining those two perks together though. First, you would need enough Dull Totems for that. And considering just how fast the Survivors run through the gens these days, I doubt clensing the Dull Totems would be that difficult for them when they begin to expect the Killer to run both of those Hexes. Also, a lot of Killers run Hex: Ruin, which already takes one of totems away. And finally, taking both Hex: Inevitable End and Hex: No One Escapes Death means that you're using 2 perk slots for something that won't even do anything until the End Game, making your early and mid game much weaker.

    As for the cooldown, I've mentioned that when the countdown of 1.5 for ending the Ghost Form begins, the Power Gauge is not being consumed. You could choose to end the Ghost Form while still phasing through the walls and since it'll be active for 1.5 more seconds, you could save time and catch a Survivor by surprise with how quick you retain your ability to attack after just phasing through the object and denying them their loop.

  • Raven014
    Raven014 Member Posts: 4,188
    edited September 2019

    I like the concept. Seems strong in a chase, maybe is viable, and worth getting if they released.

    The perks seem good, the kit seems like it'd be good, an the addons are alright. However, the Marked for Death Mechanic seems to be the only weakness.

    It's got a concept, but I think it'd be abused by survivors for saves. If a survivor knows they are marked, then they'll use that to save a survivor that's being carried (especially a weakness with SWF). If there was an extra penalty to being marked, like they actually can't leave until the mark has been used...

    Or... hear me out here, you could mark all survivors for death. Then, if a survivor is outside your TR, you can teleport to them, with a slow animation that warns survivors, that removes the mark after teleporting. It'd be a pressuring tool more than a F*** You to that marked survivor.

    And, they can mark Survivors with a seperate ability, similar to what Freddy used to do with his sleep beam. Heck, it could also make survivors suffer from Oblivious.

    This would allow them to have more options then just being good in a chase, which is what makes clown weak currently.

  • Humanarian
    Humanarian Member Posts: 230


    Well, that's the whole point. I've designed Mark of Death that way specifically for it to have possible counter-plays. That would make it good in the hands of an experienced player, but terrible in the hands of those who would use it carelessly.

    The point of that Power is this: you could hook a Survivor close to the Exit Gates, use Mark of Death on them and then go chase the other one on the other part of the map. Usually, in that situation, one of the Survivors would open the Exit Gates next to the hooked Survivor, unhook them and have them both escape. But since the Survivor is marked, there are two possible scenarios. One: they condemn themselves by walking into the Exit Gates zone and having The Reaper down them instantly (if The Reaper players is good enough to react immediately to the sudden teleport). Two: they spend time healing before walking into the Exit Gates zone, which ensures their survival.

    But if they decide to heal, they'll have to spend quite some time doing so, especially if Eternal Rest perk or anything else that gives an Action Speed penalty on Healing is active. In that time, the Killer could already return to check on them.

    Even more so, chasing the marked injured Survivor to the Exit Gates makes it almost impossible for them to survive. If The Reaper uses the lunge attack at them and misses, it could trick them into believing that they have enough time to escape while the Killer's attack is recovering, but Mark of Death cancels any animation The Reaper is locked in, including recovery. If the Survivor enters the Exit Gates zone in that scenario, they would practically condemn themselves. But a clever Survivor could try and outplay The Reaper in that situation by using Dead Hard!

    Of course, there is a case of Borrowed Time or Insta-heal, but it's okay to have something that could counter that power. Most importantly, that power could provide some epic hatch catches.

    Besides, why assume that all 4 Survivors would be alive by the time the Exit Gates are powered?

  • Raven014
    Raven014 Member Posts: 4,188

    It's weaknesses are (Besides BT/DS):

    Adrenaline and SWF teams.

    When I evaluate a killer concept, I try to think: Is this going to be viable in red ranks?

    Short answer: No.

    The mark of death mechanic as you have designed it, would most likely be abused by coordinated teams. They would try to absolutely protect the Marked survivor, and make sure they can make it to the door for any possible plays. As I see it now, there are no downsides to being marked besides the teleportation, which already is situational. If they are at the open gates, they are already gone. Even if there is an exposed effect, they will still take enough hits for them to get out and for you the killer to lose the other survivor. It's a losing situation no matter what you do. Either you get 1 kill, or none. I'm trying to help avoid that kind of situation.

    On top of that, you're assuming the hatch grab is coming back. If it doesn't, then there's no point in teleporting to a hatch survivor unless you have a window where you can close it before it expires.

    I predict the worst possible scenario. With Demo, I was prepared with strategies for the endgame, even if I was doing well, just in case.

  • Humanarian
    Humanarian Member Posts: 230

    The hatch grab is no longer a thing? Well, it appears, I'm not exactly up to date with the current meta! If so, I'm going to change the Mark of Death the way you can grab the marked Survivor out of the Hatch!

    As for what you're saying about SWF, well... if the Exit Gates are open and all 4 Survivors are still alive, that means you're most likely losing 1 rank point as a Killer. So, I don't really see the point of considering the inability of Mark of Death to magically turn the obvious lose into a win a problem.

    Mark of Death would show it's full potential when there are no more than 3 Survivors left for the End Game. Just imagine hooking and marking a Survivor just as the last generator is finished, then downing the other one on the other side of the map while not having to worry about the one you hooked even if the 3rd Survivor opens the gates and unhooks them. In that situation 1 Survivor is busy hanging on the hook, 1 Survivor is busy running away from you, and that leaves only 1 Survivor to open the gates and unhook the marked Survivor. And you could have Hex: Inevitable End on top of that all!

    So, you down that other Survivor that you're chasing, the gates open, then you activate Blood Warden while the one who opened the gates helps the marked Survivor to heal faster so they could escape. The game is far from over, my dear SWF comp!

    I'm not trying to say that it's the best Power a Killer could have, but I would like it to be tested on PBE or something before making any changes to it. I definitely don't want to bring something imballanced to the game. Instead, my intention is to bring something that would be highly rewarding to those who can master it.

  • Raven014
    Raven014 Member Posts: 4,188

    You can play really well, yet lose because of one mistake. You'll most likely black pip in that situation, while the SWF group doesn't care/is toxic.

    I'm just saying that your killer has no gen pressure, and you sacrifice that for one possible endgame down. They also have no tracking abilities, so they're unable to find survivors any easier than a killer that's good at that like Legion and Doc.

  • Humanarian
    Humanarian Member Posts: 230


    The Reaper's pressure related to gens can come from perks. What if Tolling Bell perk gets combined with Bitter Murmurs? Of course, there's always Hex: Ruin, Corrupt Intervention, Thrilling Tremors.

    But you're correct. The Reaper's strong side is not the gen pressure, but the power to deny the loops, and a player would have to play around that aspect, mastering Ghost Form and trying to get as many downs as fast as possible.

    Whispers can do a lot to help locating the Survivors, also don't forget about the Add-Ons. Necronomicon gives The Reaper almost cheating powers in chasing a Survivor around the loop. And Pocket Watch could be used to slow down the gen (or any other) progress while you're using Ghost Form for a loop shortcut on the Survivor you're chasing.

    I've adjusted a couple of things about Mark of Death and reworked Grim Sickle Add-On. Check those out~!

  • Raven014
    Raven014 Member Posts: 4,188

    A killer shouldn't require perks to be good. Their perks are just supposed to be thematic bonuses/playstyle changes that they can teach to others. Mad Grit, PWYF, and BBQ change the way you play in a game. But they do not cover up for weaknesses. Mad Grit allows you to welcome bodyblockers, PWYF rewards you for losing a chase with a single survivor (obsession) for a speed boost, and BBQ allows you to not waste time with searching certain areas for survivors. They don't inherently make up for killer weaknesses.

    Perk combos are standard form though.

    The new mark of Death is kind of a punishment during the early middle game. I'd say it'd pair really well with the new Dying Light.

    The Grim Sickle Addon seems interesting.

    The clown does almost the same thing, ending chases quickly, yet is considered weak. The Reaper does almost a very similar thing.

    If you had an addon that allowed them to teleport at any point to a marked survivor, at the cost of a shorter wraith form duration or something, then it might be useful... idk...

  • Babacaxi
    Babacaxi Member Posts: 3

    Just brilliant!

  • Babacaxi
    Babacaxi Member Posts: 3

    But I think u should put a survivour like, a guy that is like ace but always goes to cassinos and always win, so he is very lucky, and have already escaped death, but the entity didin't liked that so brought him to the other world to see if now he can escape death!


    A nice perk could be like:

    Try Me

    Calls the attention of the killer, becoming the obssesion, and gains the ability to see all the vaults and pallets in the map for 5 seconds, to have a better idea of where to go

    For its activation a injured friend need to be chased, and while the chase u can activate it!

  • Humanarian
    Humanarian Member Posts: 230


    Evry killer has their strengths and weaknesses. If there was a Killer without any weakness and with absolutely no counter-play... well, that would be simply unfair, would it not? Some Killers put a lot of pressure on the group of Sirvivors, causing them to spread out. The others have a huge map pressure due to their mobility. There are those who have the tricks to end the chase quicker. But no Killer is allowed to be good at everything at once. And to compensate for that, the Killers find their unique combo of Perks and Add-Ons, maximizing their chances of success.

    And Survivors can find the Perks that are especially efficient against certain Killers. Like the Object of Obsession is effective against The Ghost Face.

    The way The Reaper is designed will make him more efficient on the certain maps. "The Game" map, for example, because he could use his main power to change floors on the fly without having to use the stairs. Allowing him to teleport to the marked Survivor at any time would be practically like allowing him to cheat, since it would be like camping without losing points while also being able to do anything in the mean time.

  • Humanarian
    Humanarian Member Posts: 230


    Thank you for your comment. The thing is, I'm not offering a complete chapter, I'm just creating a concept for the Killer. Survivors are just not my thing

  • Raven014
    Raven014 Member Posts: 4,188

    I'm not saying they shouldn't have weaknesses. Every killer should have counterplay, but I was just saying that their weaknesses shouldn't overshadow the strengths. The Demogorgon is the best example of this. Shred is unwieldy, and the portals aren't completely reliable if you don't know how to use them, but you can still work with it and succeed.

    Absolutely. That's why stealth killers got buffed recently.

    I didn't know that the Reaper could use their power to move on the z axis, not the y or x axis. That would be handy to know.

    Not really, since the mark would be gone at that time, and they'd have to hook them to reapply it. So, only 12 teleports per game. It could also be used as a pseudo tracking ability, since it's risky to use the teleport, since you'll lose the tracking aspect. It has risks as well as rewards, while the current version of Marked has a very big reward for little risk. Just a thought.

  • Humanarian
    Humanarian Member Posts: 230

    It's just that Mark of Death is designed around the idea of no mortal being able to escape Death. And the key work here is "escape". That's why the power's design is to prevent an escape, not to help catch up to the Survivor that's not escaping yet. Besides, there is a reason why it's the Secondary power, not the Primary one. It is an addition to the Reapers kit, not the basis of it. Thus, it should feel like an addition.

    But, as it's true with any Power of any Killer, you can use the Add-Ons to make it more useful than it is by default. And if you would prefer your playstyle to be based around Mark of Death more than around Ghost Form, you could play with Ouija Board and Grim Sickle Add-Ons, which would do nothing to enhance Ghost Form and make the chasing easier or give you any additional game progression control, but would significantly enhance the usefullness of Mark of Death, allowing you to base your build and strategy around that exact Power.

  • Humanarian
    Humanarian Member Posts: 230

    Hm... This is strange. I actually expected DbD community to be way more active.

  • Chris95072
    Chris95072 Member Posts: 28

    This is pretty cool I like it, don't worry about those other people. They don't realize that your not an expert at balancing, the whole point is that the developers will take your idea in account and if they like it they will work it out and balance it further. I hope the developers decide to add this. You should check out my Killer Klowns From Outer Space Chapter Idea and tell me what you think. If you want I can recommend some changes that could make the grim reaper better and I wouldn't mind some insight on my idea as well.

  • CashelP14
    CashelP14 Member Posts: 5,564

    Yea that's the forums. People only comment on their own stuff, not on anyone else's. Maybe try giving others feedback and then they might do the same for you.

  • Chris95072
    Chris95072 Member Posts: 28

    The Developers have even said this "Were not always going to try and out do the meta or make a killer better than the nurse, were going to add characters that are fun to play and play against". Therefore we may never get a killer better than nurse she can go through pallets and walls how can you compete with that, they just want to add characters that are exciting and bring life to the game. Because I don't know about all of you but nurse is pretty boring especially being out as long as she has been. If they do out do the meta it will not be on purpose, then again just because its the meta doesn't mean everyone's using it I personally like to play plague with bbq and chili, ruin, pop goes the weasel, and the 4th perk depends. And by the looks of it this killer pretty much fits the bill a killer that feasts on death that would be interesting to see, but who knows we'll have to wait and see.

  • Critical_Fish
    Critical_Fish Member Posts: 615

    The Spirit is about to be better then Nurse, since Nurse is being nerfed. Just had to say that because I can't go 5 milliseconds without being a brat-

  • Chris95072
    Chris95072 Member Posts: 28

    Depends on who your asking some will still say nurse is better others will say spirit. If you ask me I have no idea I will have to experiment with it first to me though it just sounds like it requires more skill to play her to succeed but like I said I don't know seeing it is different than playing it.

  • Critical_Fish
    Critical_Fish Member Posts: 615
    edited October 2019

    Nurse's nerf actually makes her take skill outside of learning how to blink. Spirit requires none. All she has to do is hit a Survivor once, and if they don't have Iron Will, that Survivor will die next time the Spirit phases. Nurse's best attribute, the second blink, is what is being nerfed. the Spirit's best attribute is being able to hear the exact locations of Survivors, run into Survivors, etc while phasing. The mere existence of the Prayer Beads makes her even more unfair then the two things already listed do. A Spirit running Prayer Beads will get the first hook without having to try, since she can just pop into existence without any warning even when outside the husk terror radius.

    If it isn't obvious I hate the Spirit :,).