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Killer Concept: The Tomb

Thecoolestguy
Thecoolestguy Member Posts: 30

In 1948, a Chineseman had bought a tropical home in a remote town in a Malaysian island. He had obtained riches far past whatever he could possibly imagine. He initially had evil thoughts about his money, but that all left him quickly. He wanted to adventure with everything he had gained.


      He loved the idea of prospecting and climbing. Leaving his "Summer Home" in Malaysia, he explored the world for the perfect places to live out his dream. Eventually he decided he would search for gold on the Himalayan mountains.


      In his travels, he met a Chinese woman who, after 3 months, agreed to marry him. Their wedding was, by his own admission, the most important part of his life. 


      5 years of preparation and conditioning started his, or rather, their adventure. Starting with the mountain of Kanchenjunga, they worked their way up over the course of months. They had found little. 


       Finally, he thought to himself, Mount Everest. He had begun to make his first and final move up the mountain. Proud of their accomplishments, he was the first to step foot. His wife, however, was not happy about their lack of findings. She, however, still had a sliver of hope in her husband, and trailed him soon after.

      

       8 days have passed away since that time. What they found was nothing.


       Nothing. There was absolutely nothing. Not a nugget in sight. Not a thing in any cave. Nothing anywhere.


                     Absolutely. Nothing.


      All that woman could think of were the words "absolutely nothing." What a waste, she thinks.


      Frustrated, the man's wife threw a dangerous fit. She accused him of tricking her and having a lack of love. She was backing him towards a massive crevasse. It was sure to be an icy coffin if he didn't reveal his gift. A gold nugget. 


      But, before he could reach into his pocket, in a move of blind fury, she pushed him off to his tomb eternal.


      She had faced no charges, on the basis of lack of evidence or witness. It was excused to be an accident. She moved to their original summer home and had laid quiet for a year.

    

      At the end of that year, she was found dead, with 13 large puncture wounds and later autopsies suggested hypothermia.


       Appearance:


      Basic attributes:


Terror Radius: 40 Metres

Height: Tall

Speed: 4.6 m/s (115% survivor speed)


       The Tomb is a frozen killer, able to delay survivor progress with its power Zero Sum Coffin by freezing generators and hooked survivors. Survivors can be inflicted with Snap Freeze, and develop Frostbite later on, stopping what they're doing entirely and becoming easy prey.


       The Tomb's Personal Perks Chilling Grasp, Terrifying Gaze and Hex: Hypothermia allow it to create tombs for survivors.


       The Tomb's perks focus on finding survivors and preventing them from escaping your grasp once you catch them.


Difficulty rating: Intermediate

(based on the amount of time and effort that is required to properly learn to play It and use Its Power effectively)



       Weapon - Cold Pickaxe: A pickaxe used for ice climbing. Its temperature is said to be nearly absolute zero, sticking to and tearing its victim's skin.




       Power - Zero Sum Coffin:


       Whatever heart it may have had is gone, replaced by a cold, twisted pit of emptiness. 


       A blizzard rages inside your terror radius, increasing The Fog for survivors as they get closer to The Tomb and slightly obscuring your red stain.


       When near a generator or hooked survivor, press the Power button to freeze up to 2 generators or hooked survivors at no cost to speed.


        When a generator is frozen:


  • That generator cannot be interacted with for 15 seconds.
  • During that time, ice will grow in a circular 40 meter diameter circle around it.


        When a hooked survivor is frozen:


  • Their sacrifice timer is stopped for 30 seconds.
  • Survivors cannot interact with the hooked survivor for 30 seconds.
  • All survivors are notified that the hooked survivor has been frozen.
  • During that time, ice will grow in a circular 40 meter diameter circle around it.


      Iced over areas will slowly disappear after 3 minutes of being fully created, or when a new Generator or Hooked Survivor being Frozen returning 1 charge of Zero Sum Coffin.


      Healthy and injured Survivors inside an iced over area will slowly accumulate Snap Freeze over 30 seconds. The Tomb may also apply Snap Freeze to healthy survivors at any time using its basic attack. Survivors are also forced to slow vault pallets and windows within the vicinity of iced over areas.


       Survivors with Snap Freeze will gain Frostbite over 30 seconds.


       Survivors with Frostbite:


  • Become injured.
  • Stop any action they're doing and stop in place entirely for 10 seconds.
  • Can enter a channeling action to remove Frostbite at 15% chance of success.


Survivors without Snap Freeze can enter a channeling action on survivors with Frostbite to break them free at 80% chance of success.


Perks:


Chilling Grasp - Your grasp is ice cold. Survivors that get off your shoulders by any means have 14%/20%/25% reduced movement speed for 2 seconds.


Terrifying Gaze - Your presence brings fear to those who observe you. Activates when you look in the direction of a survivor inside your terror radius/x1.1/x1.2.


Survivors who look at you while active will, over the course of 4/3/2 seconds start to hear your heartbeat in increasing intensity until they scream at the end of that time. The timer is reset when the survivor looks away for 5 seconds.


Hex: Hypothermia

The Entity allows you to inflict severe cold against survivors; enough to freeze the very moisture on their skin.


Survivors must pass one moderately/considerably/tremendously difficult skill check when performing the healing action on another dying survivor that will complete 30%/40%/45% of their healing bar. If they fail, the bar will be completely reset and the healing survivor must attempt that skill check again.


Survivors heal Dying Survivors 50%/60%/75% slower.


Survivors put into the dying state take 30%/45%/50% longer to bleed out.

Comments

  • Raekko
    Raekko Member Posts: 1

    I really like the Chilling Grasp Perk.

    A way I think to make it better might be to add Flashlight saves and Ds Strikes to it.

  • Critical_Fish
    Critical_Fish Member Posts: 615

    The time it takes for the frost to be removed is simply too long. Maybe it lasts for 30 seconds once the full area is frozen over?

    Chilling Grasp is nearly useless, in the same tier as Monstrous Shrine. There's no way to make a perk based off of a Survivor wiggling off useful, since sabo squads practically don't exist anymore.

    Terrifying Gaze is alright, I guess? It'd require the "looking at" function to actually work. One question, does the Killer have to be able to see the Survivor, or not?

    A considerably difficult skillcheck is easy. Any Survivor above rank 15 or so can hit DS skillchecks, which I believe are tremendously difficult. This perk in general shouldn't be a Hex perk, and definitely needs a buff, even if it's no longer a Hex. Good concept, though.

    The power is great, but the perks? Not so much. Terrifying Gaze is cool, and Hex: Hypothermia is a cool concept, but could use a better execution. Chilling Grasp, though, would be useful in at most once every other game. And for all I know it does not effect DS and flashlight saves, making it even worse.

    Thank you for reading this, and I hope you take my critiques into consideration.

  • Thecoolestguy
    Thecoolestguy Member Posts: 30

    Hey thanks for all the feedback! I'll admit right away that I know survivor more than I do killer, especially when it comes to balance.

    Let's address Hypothermia first: I'm very hesitant to make this not a Hex. It changes how the game is played too much.

    Instead I'll make it:

    Including performing a temendous skill check at level 3, they also heal 75% slower. I'll remove the recovery rate of dying survivors.

    Chilling Grasp:

    A previous comment by Raekko mentioned it should work with DS and Flashlights. I think that makes it more viable, but I'll also buff the numbers by 10 each.

    As for Terrifying Gaze:

    You simply need to look in the general direction within your terror radius/whatever your level is. You don't need to have the survivor visible on your camera.

    For the power tweak you mentioned:

    Remember that Snap Freeze needs 30 seconds to be applied. I think it's fair enough.

  • Critical_Fish
    Critical_Fish Member Posts: 615
    edited November 2019

    Hypothermia shouldn't just effect Dying Survivors. Let's not support Slugging. Maybe if it effected all Survivors injured by a basic attack, but it isn't as punishing. Even then, I still don't think it should be a Hex perk.

    Chilling Grasp would be great, even if it only worked on DS and nothing else. That would be a great change.

    Terrifying Gaze would be really good then. There's no counter play at all. It changes gameplay more then Hypothermia. It's actual effect is not that great, but even then it is almost as anti-stealth as the Doctor.

    Snap Freeze slowly covers an area over 30 seconds, yes. But it lasts for 2 minutes. If 3 Survivors don't want to have the terrible effect of Frost Bite, they would leave 1 Survivor on the hook until they die. 3 minutes = 1st to 3rd hook plus an extra minute. Either Frost Bite has a 100% chance to be removed (like madness 3) but has a secondary effect after being removed, all frost goes away after an unhook, or the time is decreased.

    Thank you for reading this.

  • Thecoolestguy
    Thecoolestguy Member Posts: 30

    I see what you mean with the power. Oversight on my part (but hey that's why I posted this on a forum.) Let's compromise and have the ice be removed quickly if a gen is completed or hooked survivor be saved. It'll keep the gameplay I want and be less annoying.

    I suppose what i meant by "impact" about Hypothermia is that it's intended to slug. Slugging can 'win' games fairly well, and for one or two killers, be a completely viable, if a bit cheesy strat (if your goal is to 3K-4K). Here's why I think it should be a Hex perk: survivors who don't want to be slugged hard would go and find that totem, slowing the game a bit. As soon as survivors realize someone has Hypothermia, at least 1 is going to search for that totem.

    An understated strength with all hex perks is that they have a good chance to slow the game, even if it saves a minute or two. Obviously it's terrible if someone finds it right away, but there's nothing you can do about that with any normal Hex.

    I also know there could be amazing and Maybe cheesy synergies with Hypothermia. But IMO, perks besides ones that are great individually, such as ruin and bbq aren't worth having unless

    Another thing you mentioned is it should affect all survivors. I would think that would make it a glorified Sloppy Butcher. I'm trying to make it somewhat original.

    Tl;DR, I agree on the power, but not Hex: Hypothermia. That's staying where it is.