The Alchemist, New Killer Concept
I recently completed the Alchemist’s storyline and with the paragraphs and cutscene, I think they may be foreshadowing a new killer! Here’s a concept I whipped up, it gives a use to the retired Pustula plants which I miss, overall I really want this killer.
The Alchemist
Appearance:
The Alchemist has an appearance very similar to that of his cutscenes, but with the right arm sleeve being tattered.
Stats:
- 115% / 4.6 ms movement speed
- Average Lunge, Vault, and Break Speeds
- Average height.
Power: The gift of Blight
- five Pustula Plants spawn around the map, can be manipulated by add ons
- The Alchemist can siphon serum from plants at his leisure, in order to inject himself with the serum to activate a powered up Blight mode. Note that siphoning and injecting are separate actions, so the Alchemist can siphon some serum and save it for a more desirable moment.
- Siphoned Plants will wither away becoming unusable for the rest of the match. The Alchemist has complete control over when they use their power but have to be resourceful.
- When Blighted, the Alchemist:
- inflicts survivors with exposed
- Vaults windows faster with a new animation
- Lunge increased
- Gets new pallet/gen break animation with a speed boost.
- Becomes taller
Other details:
The Alchemist has two weapons, being his syringe, and his mutated arm claw while Blighted. The weapon wipe animation will be a little goofy as he squirts out the excess blood from the syringe.
The Alchemist will also be the first killer with two Mori animations.
- the first will have him inject the survivor’s neck with a serum syringe, they start profusely vomiting blight and blood until they fall over dead.
- the second is while Blighted, the Alchemist jumps onto the survivor and tears away at their torso while they watch in terror. It ends with a powerful slash to the survivors face.
The Alchemist’s Ultra rare addons are as follows:
- Shattered Syringe: Lowers the amount of spawned Pustula Plants by 5. When a generator is completed The Alchemist will become Blighted.
- Clever disguise: Lowers The Alchemist’s terror radius tremendously while unblighted. Slightly reduced movement speed while unblighted. While Blighted the terror radius is map wide.
Teachable Perks:
Nameless Creatures
The creatures of the Entity are serving you as far as you can tell. Not that it matters, they aren’t real. When a survivor fails a skill check, they hear the killers terror radius as if they were right behind them for 4/5/6 seconds. “None of them are real” -The Alchemist
Just One Flower
You become obsessed with one survivor. Whenever your obsession performs an altruistic action (rescuing, completing a heal, taking hits) you’ll be able to see their aura for 3/4/5 seconds. This perk has a cool down of 40 seconds.
Hex: The Promise
You made a promise to the Entity and are determined to keep it. You hook survivors 4/5/6% faster. Grants you the ability to kill any survivor who has been hooked twice by your own hand. “I’ll tear them limb for limb for just one.. just one flower” - The Alchemist
Tell me what you think of this? I tried my best to not make it too too powerful. My only worry is that this concept will be seen a little too similarly to Myers.
Comments
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I really do want a blight themed killer. It'd honestly be amazing.
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I'm not a fan of the perks tbh. The first two are neither fun nor effective, making them pretty much dead in the water. The last one seems interesting, but just that.
The actual power of the Alchemist is cool, just some specifics I'm questioning like how often does he get to use his power and such, and does he have a max limit like myers. Good overall.
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Yea perks were hard for me to come up with. The power is very limited forcing you to be resourceful with the use of it. The amount of Pustulas on the map is the amount of times you can power up, and I’m not sure for how long each go. I’m thinking if he should have a secondary power of some kind to make him not a total M1 killer, like how Pig crouches or Demo Shreds
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I was thinking it'd be cool if it was something like this:
There are X amount of plants scattered around the map, which will grow and gain serum over time. They start the match with a small amount of progress already. The longer they've been left untouched, the more serum you can extract from them. Once extracted, they will continue to grow back over time. You can hold a certain amount of serum and different actions use a different amount.
You can inject yourself with a dose to gain a boost of some sort (idk what) or you can inject survivors to cause them debuffs (since they don't have a tolerance for it like you do). If you have a large amount of serum, you can "Overdose" which will use up all of it but give you a massive boost of some kind, but when it ends you'll be debuffed for a little while (move a bit slower and maybe shorter lunge or something).
However, survivors can also extract serum from the plants. They can't do anything with it, they just drain the plant so you can't use it. It will still grow back though, and it takes survivors much longer to extract it than it takes for you (since you are familiar with the plants and have proper tools). This will give survivors the choice if they want to spend time to reduce your potential or ignore the plants but risk you becoming extremely powerful or poisoning them. Keep in mind, there are numerous plants and the survivors would be hard pressed to keep them all empty, so they can't completely deny your power no matter how hard they try. And even if they do try, they aren't getting gens done and you can catch them at your plants.
There's another part I just thought of but not sure if it'd be a good idea or not. I was thinking maybe you could also inject crows with a bit of serum, which will turn them into aggressive blighted crows. When a survivor gets near a blighted crow it will fly directly at them (no damage) and cause them to scream (no noise indicator, just the scream itself, like when someone gets hit by a clown bottle) and slow them by 50% for 3 seconds. After that, the crow flies off and will no longer be blighted unless you inject it again later. I wasn't sure if it'd be good since some maps are much more crow-abundant while some have hardly any. And maybe he would already have enough abilities already and it wouldn't be necessary, but I thought I'd mention it anyways. No killers really incorporate crows into their power, and they are a creature of the Entity as are the plants (I think?) so it'd be a neat combination. Oh, and with Calm Spirit the blight overrides the crow's comfort with the survivor and they attack them anyways, but it'll still prevent the scream.
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Those are some cool ideas! Some early concept ideas I had was that you could inject survivors with blight to make them louder and bleed more glowey blood, which makes them exponentially easier to track, the way they got it off was to have a Pustula basically stab them to suck the blight out. I was worried mechanics like that would be too similar to Plague though.
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Yeah, I was actually thinking "maybe if the survivors get injected they have to extract some serum to make a cure" but then that would basically be the plague. So I guess if someone gets injected then it could either be a certain amount of time or they have to fully heal to get rid of it or something like that
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Finally, I searched out this topic. Bump this up.
The name "Blight" is even taken. Sadly the 'real' killer has nothing to do with "blight"
How can blight is all about running & pumping?
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Well, hey, at least I see where they got inspiration from.
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