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Grim Reaper Killer?

BuddyRhein
BuddyRhein Member Posts: 17

Does anyone have any thoughts about a Grim Reaper killer? I saw one post about it from a year ago. It didn't seem like it got traction. The perks were super broken. I am hoping my idea sparks some conversation because I am genuinely interested in some feedback. Good or bad.


The Grim Reaper could have a scythe that covers more distance, but movement speed that is incredibly slow. (Grim can swing over loops) The killer could be called the Ferryman, The Grim, or something tying it to the grim reaper lore. It's cosmetics would appear to be somewhat like ghostface's original movie attire, however the garbs are smoke and chains with an hourglass around it's neck. It glides and you can hear it's scythe scraping across the ground. As it gets close, the metal screeching gets louder. The chase music could be the moaning of souls or screams of the dead. I was thinking it's terror radius could mimic the sound of an injured survivor. I am unsure on this. Seems a bit too much. Lastly, you can see sparks from the weapon on the ground. It's basic attack could be a swing of the scythe. The swing is horizontal and covers distance so he doesn't need to be extremely close. It's ability could be Death's Touch. The Reaper has to be extremely close. It reaches out and hits you with it's skeletal hand. (This ability marks you as the obsession & causes deep wound status that can be passed on if mended/healed by another survivor). Movement speed is reduced harshly for the killer after the swing animation and scratch marks disappear 2 seconds faster for the newly wounded survivor. Perks could have names like: A Coin for the Ferryman, Father Time, and Death Sense. Cooldown for Death's touch is 20 seconds. Death's Touch lasts for 10 seconds when activated (speedburst of 1 second when intiated).


A Coin for the Ferryman - "The Grim loves deadly wounds. It brings him closer to you and you closer to death..." When survivors mend deep wounds, gain 1 token up to 3 tokens. Gain 3% (Tier1), 4% (Tier2), 5%(Tier3) movement speed per token, plus bloodpoints post trial. Lose 1 token when hitting a survivor that isn't the obsession. Lose 2 tokens when a deeply wounded survivor is downed. You can only be obsessed with one survivor at a time.


Father Time - "Time waits for no man." If there is a survivor hooked when the endgame collapse begins, the exits are blocked for 15 seconds and the killer gains an additional 5% (Tier1), 6% (Tier2), 7% (Tier3) movement speed until the trial ends.


Death Sense - "I see dead people..." After the completion of the last generator survivors' become exhausted and auras are revealed for 10 seconds. The killer's terror radius is increased by 26/28/32 meters. (Adrenaline ignores exhaustion)


Add-ons could include:

Shrouded Specter (Ultra Rare) - Undetectable, Moderately increases basic attack cooldown. (Flirting with the idea of having Death's Touch rendered useless)

Perception Possession (Very Rare) - When a survivor is deeply wounded they see illusionary pallets and fake red stain.

Fallen Horseman (Rare) - Deeply wounded survivors are inflicted with the hindered status.

Ghastly Guide - (Rare) - slightly reduces Death Touch cooldown.

etc.


Base Stats:

Speed: 90%

Height: Tall

Terror Radius: 32 Meters


Mori - The Reaper collects souls, so my idea is that the survivor is trying to run away and the Reaper starts pulling their soul out with the hourglass around his neck. The survivor turns and begins to play tug of war with the hourglass then the Reaper two hand swings the scythe into their head pulling the soul out (the soul reaches out to the body then gets pulled into the hourglass)


I am curious to see if anyone will respond to this. If you see something you want to expand on or change to help better balance this please give your feedback. I had ideas for a survivor to go with this killer, if this goes well, I will post those ideas. Thanks!

Comments

  • Too on the nose

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495
    edited December 2019

    Uh... coin for the ferryman would be extremely busted on Legion. Since he does deep wounds all the time, and if it stacks on with "play with your food" you could have broke the game with Legion. I see what you're getting at though. His power seems weak with his movement speed and his normal swing shouldn't do anything special unless his power or add-ons were involved. Death sense is rather weak/strong in some regards. A weaker bloodwarden with a speed boost that doesn't have a stacking limit and you've created HillBilly's speed. I've added up the math on basic movement speed killer. Let's use Trapper. Trapper moves at 115% base. Play with your food (level three) makes him move at 130% now, combine that with CFTFM he would move at an approximate 160% three stacks of 5%? Right? That's equal to Pig's ambush attack and I didn't even mention bloodlust. If I did I'm pretty sure he would move at 190% that's max bloodlust. In other words, HE FAST.

    Edit: I didn't add Father time because at that point it would be too ridiculous.. I would have just ran around the map for fun at that point haha.

  • BuddyRhein
    BuddyRhein Member Posts: 17

    Lol! I am super happy about the flaws you pointed out. (Not sarcastic) I thought about the Legion after I finished the post. I have never played Legion as killer. I have only faced them as survivor and it gets rough. K/D against Legion is bad. But this is what I hoping for. I am sure perks can be adjusted such as the movement speed increase to max and /or base speed max. I tried to balance cftfm by taking away speed for every survivor hit. I had thought about add ons that makes his blade longer from common to ultra rare. I am genuinely curious about what other things need to be balanced. I am going to create a finalized version stat sheet with all of the suggestion. I want to see if we can optimize this killer suggestion without making him broken. I thought of him as more of a weak killer that could optimize his own perks very well, but also keeping them viable for other killers. Hopefully not too viable lol (The Legion)

  • BuddyRhein
    BuddyRhein Member Posts: 17

    See above. Im not really sure how to tag you in responses in order to keep people posted.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    You can tag me like what you just did or @Majestic_Herman Let's see, I think stacks of movement speed perks would be too strong since PWYF exists. Coin for the ferryman could work like this "When survivor gets healed from the dying state, you'll get a token. Maximum of four tokens. When hooking a survivor you'll spend a token and gain the ability to see all survivors for 4/5/6 seconds." It's somewhat unique, grant it Barbeque and Chili is still the better choice, but you have that aura reading ability without a range cap. Death sense could also work like this. "Survivors who are injured will bring a sense of dread upon all other survivors. You've become obsessed with a survivor. When the obsession is injured and moves near any other survivor, they lose ability to read auras and will cause every survivor to scream and reveal their auras after 120/90/60 aura reading will last 7/8/9 seconds until the afflicted survivor is healed." Death sense seems like a bad idea. I was having a hard time coming up with something for these perks.

  • BuddyRhein
    BuddyRhein Member Posts: 17

    What if there was a cap on movement speed for these perks? I am wondering if maybe it should cap 150%. If we could figure out a way to limit the amount of speed or cap the amount of stacks it could become viable. PWYF is definitely something I forgot about. I was so wrapped up in trying to optimize the grim reaper, I forgot about legion and how much the perks would affect other killers, but see below for the change I made.

    Base stats:

    Speed: 90%

    Height: Tall

    Terror Radius: 28 Meters

    A Coin for the Ferryman - "The Grim loves deadly wounds. It brings him closer to you and you closer to death..." When survivors mend deep wounds, gain 1 token up to 3 tokens. Gain 2% (Tier1), 3% (Tier2), 4%(Tier3) movement speed per token, plus bloodpoints post trial. Lose 2 tokens when hitting a survivor that isn't the obsession. Lose 3 tokens when a deeply wounded survivor is downed. Lose all tokens when the exit doors are opened. You can only be obsessed with one survivor at a time. Movement speed cannot exceed 150%

    (PWYF is similar in that when you hit a basic attack you lose a token. It is so similar in fact, that I was thinking I would redo this whole perk. I added the loss of all tokens when the exit gates are open so someone can't essentially teleport over to the door. Maybe it should be a hex totem? This way it is something that can be achieved, but if someone finds that totem you go back to being a turtle.


    Father Time - "Time waits for no man." If there is a survivor hooked when the endgame collapse begins, the exits are blocked for 15 seconds and the killer gains an additional 2% (Tier1), 3% (Tier2), 4% (Tier3) movement speed until the trial ends. Movement speed cannot exceed 150%

    (I understand what you mean by a weak blood warden, but in a way I think it would benefit the killer and survivor. BW reveals the aura of the survivors in the exit. FT would just allow speed and block for 15 seconds. I think having the auras revealed is a little broken. With FT the killer still has to guess the right door. The combo of Death Sense & Father Time is a little much, but I think with a little work we could make this quite balanced.


    Death Sense - "I see dead people..." After the completion of the last generator survivors' become exhausted and the survivors and killer auras are revealed for 10 seconds. The killer's terror radius is increased by 26/28/32 meters. (Adrenaline ignores exhaustion)

    Death Sense is the one that really needs to be redone because there is already bitter murmur. The exhaustion status addition is new, but it still resembles BM too much.


    I was thinking about your idea about the dread. Maybe the Reaper could have his own item that needs to be interacted with on the map. Maybe an hourglass? The survivor has to turn it back over, if it isn't then you suffer from dread? If you come in contact with another survivor suffering from the dread then you get it too? It'd be really interesting if survivors couldn't tell who suffered from dread. Those that do suffer from dread see their breath and the outside looks cold and dark. The screaming is pretty cool because much like the doctor it would reveal the survivor for the duration of the scream. It seems a little op though...

    Hmmmm something I should think about. Let me know if any of these changes are sufficient so far. I will continue to work on this. I greatly appreciate your responses. Thank you :)

  • Cayde1342
    Cayde1342 Member Posts: 96

    Isn't father time just a weaker bloodwarden