Killer Idea: The Virus

Critical_Fish
Critical_Fish Member Posts: 629
edited November 2019 in Creations

Appearance: A robotic, computer like cyborg.

Height: Tall

Speed: 115% (4.6m/s)

Terror Radius: 32 meters

1st Power: System Crash

While looking directly at a Survivor, clicking m2 will move the Survivor backwards by 2 meters and remove 1 charge. This also stops Survivor actions for 2 seconds. System Crash starts with 4 charges. 1 charge can be used every 12 seconds. 1 charge comes back every 30 seconds.

2nd Power: Firewall

Firewall can be used once every 30 seconds. While looking at a generator, holding m2 for 3 seconds will block the generator, even if Survivors are working on it. The generator is blocked for 15 seconds. While looking at a dropped pallet or window, holding m2 for 3 seconds will block the pallet/window for 10 seconds. The aura of the object being blocked will be shown to the Virus for the duration it is blocked. While blocking an object, the Virus is slowed to 100% movement speed (4m/s).


Teachable Perks:

Hex: System Down - the Hex Totem is hidden as a Dull Totem. If the Totem is still active when the last Generator is completed, 3 completed generators lose 10/15/20% of their progress. Only 1 more generator needs to be completed for the exit gates to be able to be opened.

Hex: Spam - The Hex Totem is hidden as a Dull Totem. If 2 generators are completed within 25/30/35 seconds of each other, 3 Survivors are set to the injured state, and afflicted with the Broken status effect for 60 seconds. If another generator is completed before the 60 seconds of the Broken status effect is up, 1 completed generator loses 60% of its progress and is no longer completed.

Hex: Wire Tap - The Hex Totem is hidden as a Dull Totem. Survivors performing a rushed action within 12/16/20 meters of a Totem (not including Hex: Wire Tap) are exposed for 20 seconds, and have their auras revealed for 3 seconds.

Thank you for reading this! Feedback is appreciated.

(All 3 perks were edited.

Hex: System Down - The amount of percentage lost was decreased from 40/45/50% to 10/15/20%.

Hex: Spam - The time in between generators being completed was decreased, and a condition of 2 or more Survivors being healthy was removed. The secondary effect used to decrease a completed generator's progress by 10%, and no longer does.

Second Hex: Spam change - The secondary effect now decreases a completed generator's progress by 60%.

Hex: Wire Tap - Was originally any action that would trigger the effect, now a rushed action. Wire Tap now effects all Totems, originally only Hex Totems and Hidden Totems, but never effected Wire Tap itself. The amount of time for being exposed was decreased to 20 seconds (from 30). The amount of time the aura is revealed was decreased by 2 seconds.

Again, thank you for reading this. Feedback is appreciated.)

Post edited by Critical_Fish on

Comments

  • Megaguardain
    Megaguardain Member Posts: 107

    The Power is pretty good. The Perks are kinda broken.

    About the Power: Personally, I don't want to the Survivors to freeze. At least by default. They should slow down or 'lag' in some way. An addon could make it so they completely freeze.

    About the Perks: I don't think there should be 'Hidden' Hex Totems, apart from when the game places them in a wall. If there was a Perk that made all Hex Totems look like Dull ones, that'd be fine. But Hex perks that are naturally disguised is too powerful.

    System Down shouldn't make an already completed generator lose progress. If it only worked on Generators that the Killer damages, kinda like Overcharge or Surveillance, that'd be good.

    I like Spam, it'd help punish/prevent gen-rushing. But I feel like the time is too long. If it was say, 25/20/15 seconds of each Generator being completed, that'd be good. And the extra part of a completed generator losing progress shouldn't be there.

    Wire Tap is...interesting. It's not a bad idea. But I'd much rather have it tied to them doing a Rushed Action and not just something like repairing a generator or healing.

  • TerminatorGuy
    TerminatorGuy Member Posts: 434

    I really like the original concept and I especially like the ones that feature a cyborg/android. With that being said, I think the debut of the first ever robot-like killer MUST be the legendary Terminator. With Arnold Schwarzenegger's T-800 becoming the T-800 Endoskeleton after 2 gens are done.

  • Critical_Fish
    Critical_Fish Member Posts: 629

    Thank you for the feedback!

    I did think about the freezing thing, and might change it to a lag of sorts, thank’s for the idea!

    When making System Down, I was thinking of it as a unique way to punish Survivors for not cleansing dull totems. As an addition, this is the concept for all the perks. If it’s still op with that in your eyes (or anybody else’s), I’ll gladly change it. For now, though, I think a bit more discussion is needed. If anything, I could change it so 3 random completed generators lose 5/10/15% of their progress and cannot be interacted with by the Killer, since it keeps the original idea but is also a big nerf in general.

    I was thinking the time for Hex: Spam was a bit too long. I think your suggested time is too short, though. Sure it’d work well, but not well enough to encourage Survivors to break dull totems. Maybe 25/30/35 seconds? Also, that second effect is a bit overkill, I’ll probably remove it when I get the chance.

    Now that I think of it, it should probably be just for a rushed action. Again, thanks for the idea! But with that, should the range be increased? Just something I thought if, maybe 12/16/20 meters?

  • Raven014
    Raven014 Member Posts: 4,188

    Interesting concept. Although I think that 100% movement speed is a bit much for that. I think making them into a 110% killer would be more than enough to balance out the ability to block windows and such.

    Although, System crash doesn't make sense to me as much. Maybe survivors are fitted with head/neck mounted devices so that it's like that's what's affected by the power? I don't see how an android can be capable of interfering with survivors like except for maybe nanomachines... but I think that's a weak excuse, imo.

    The perks though, as powerful as they are, are still hex perks, which makes them weaker than most.

    Hex spam doesn't seem like it needs to be a hex perk, but just a cooldown perk similar to Thrilling Tremors. Idk.

  • Raven014
    Raven014 Member Posts: 4,188

    Funny note: I also have a killer concept called the Virus, but it's not on this site. It's here, if you want to see it.

  • Critical_Fish
    Critical_Fish Member Posts: 629
    edited October 2019

    I was thinking like- something in it's head emits energy waves that momentarily interfere with a Survivor's brain or something with that.

    What makes you think Hex: Spam shouldn't be a Hex perk? I saw it as too strong.

    Thank you for the feedback.

    Post edited by Critical_Fish on
  • Raven014
    Raven014 Member Posts: 4,188

    it seems like it's effect only can happen, what, 3 times at the most? That kind of effect is limited anyway, not to mention its' effects are so unique/.

    Now, if spam was like this: if a gens are completed in rapid succession, a random gen will be reset. This will force gen progress will stall, since another will be reset if they do a gen too quickly.

    In that case, they'd be stuck at around 2 gens if they genrush which makes their job take a lot more time. And therefore be worthy of a Hex perk.

  • Critical_Fish
    Critical_Fish Member Posts: 629

    I have no idea what to do with Hex: Spam, one person says it was too good (and shouldn't revert a completed gen), and you say it's not good enough. The too suggestions and such have no middle ground either. For now, I think I might leave it as is unless someone else has a differing opinion.

    In my opinion it's fine, though.

  • Raven014
    Raven014 Member Posts: 4,188

    Well, I'm looking at it from a mechanical standpoint.

    Ruin and Devour Hope deserve a hex spot because they are very powerful effects, even if Ruin doesn't seem powerful.

    Yours, I think, has the opposite effect: It sounds powerful on paper but probably isn't in practice.

    It could be a survivor main... but I wouldn't presume. If you think the perk is fine, that's your choice as the creator. All I can do is give my opinion.

  • Critical_Fish
    Critical_Fish Member Posts: 629

    These are also Hex Totems that look like Dull Totems, and at least in green ranks (where I currently am as Survivor and Killer), Survivors generally don't break Dull Totems most of the time. These perks are meant to punish Survivors for that, but since they only have half the downside of other Hex Perks, they have half the power.

    On a Killer that can hit Survivors, that Broken effect does a lot. But I try to make perks good on most Killers, so I guess it could have a stronger effect, but that would also make it even better on Killers that can abuse the current perk even more efficiently. 10% is 8 seconds extra of gen time, which is 8 extra seconds to kill the players that are still Broken but decided to pop a gen anyways.

    Now that I explain it like that though, how likely is it that 3 gens would pop in a minute and a half...

    The second effect would probably be very uncommon, so it could have the effect you said. Sorry for not thinking of that.

    Thank you for the feedback :D