Killer Idea-The Witch(plz leave feedback)
Base speed: 4.6/ms
Height: tall
Terror radius: Average
M2 ability: cast a spell at survivors that inverts they're controls for 4s. this ability has 5 charges which can be replenished threw a slow recharge of 3.9s (This ability would look similar to the clown except there wouldn't be a bottle being thrown. )
M1 ability: she would jab at survivor with a sharpened corn broom stick
Perks
Osseous Ignition:This perk collects token every time a survivor is hooked. This affect only applies to hex perks that spawned at the beginning of the match. press R-ctrl 4 tokens will be consumed and will at random reapply a cleansed perk to a dull totem on the map. If there are no dull totems remaining on the map perk becomes useless
Witchbane:
this perk spawns an addition 3 totems on the map. survivors cleansing totems are afflicted by the blindness status effect. Survivors get double blood points for cleansing totems.
Hex: Nightshade
Each time you hook a survivor hex totems become dull totems for period of 25/30/35s.
Counter play the ability is easily adapted to
Shout out to users Critical_Fish & Fibijean for helping think of and balance perks
Backstory coming soon
Comments
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Cool idea, but does need 115% (4.6m/s) movement speed. The ability also is not so good to have to hook someone to be able to use more than once. Maybe 1 charge every 20-30 seconds? With a max of 3-5 charges.
Osseous Ignition is an interesting perk, but it should include Hex: Ruin. It's another perk that makes it beneficial to destroy dull totems. Maybe instead of "with the exception of", it should be "that was active at the start of the trial". Chances are, Noed wouldnt ever be able to reactivate, if it activates at all. By the time you could use this to get Noed back, there are very few, if any, dull totems left on the map. It shouldn't include Noed though, just because of how Noed works.
In general, so far a really good idea! Looking forward to the next 2 perks.
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I think the ability is too weak - it sounds more like a perk. Maybe it should have a cooldown or an alternate means of collecting tokens. I'm also not sure whether it would be interesting or frustrating to play against, so that would need to be tested.
The first perk sounds really cool, but like @Critical_Fish said, it should include Ruin as well. I like that it encourages cleansing totems, and discourages tunnelling. Although perhaps it should consume 4 tokens instead of 3 on use, because I think being able to activate something like that three times in a match is a bit much.
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I never thought of how many times it could activate, the idea of changing it to 4 tokens is pretty good.
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I'm still think about the ability It has to be dodge-able. so lets 3-5 charges but a slow recharge which could be adjusted by addons.
teachable perk two: Name in progress
this perk spawns an addition 3 totems on the map. survivors cleansing totems auras are revealed. Survivors get double blood points for cleansing totems.
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the reason I wanted it to be tedious to recharge is because if hit it has the potential to shutdown loops.
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That's true, but it's also something that people could get used to playing against. And compared to other killers with loop-shutting powers which are easily rechargable or on a cooldown - Clown, Spirit, Freddy, Nurse, etc. - I don't think that it would be overpowered to give the Witch's M2 the same kind of treatment.
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Cool concept, but it definitely should not have that strong of a second effect. This would just get rid of the need for Thrill of the Hunt. Maybe Survivors who cleanse a totem are blinded, exhausted, or something for a set time afterwards?
And I still think the power should have a set time between when charges come back. It should be slow, but not as slow as 1 per hook. The Clown causes hindered and can cause a multitude of other effects, and has a minimum of 5 charges that can be replenished in a second or two. Reversing controls isnt amazingly strong by itself, especially not with only 4 charges that are replenished after each hook.
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quote true and it has an obvious counter-play which is adapt to switch in controls yeah blinded exhausted would be a sweet punishment for cleansing
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Perks:
Live Deliciously
The Black Goat
Guide Thy Hand
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Now i just need to come up with a perk that would mesh well with the totem support.
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Maybe something that changed 1 random Hex Totem to the appearance of a Dull Totem?
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ooo everytime you hook a survivor you hex totems become dull totems for 5/10/15s
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Good idea! Just needs a lot more time. 15 seconds is not long enough imo.
Maybe for 30/35/40 seconds?
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sounds good but that might be a little too much so 25/30/35 lets dial it back by 5
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Aight, it's your idea. Edit it as much as you want :D
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there updated the discussion and i gave you and Fibijean a shout out for your help
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Neat! Thanks for the credit :D
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now to cook up a backstory taking place in the fifteen hundreds
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