14 hours ago

Guest 666 Rework / Retake concept

I'm making ideas for a Forsaken retake called Fate of the Forsaken, this is just the Sixer moveset I came up with for that.


Sprint speed - 27 studs

Stamina - 125

Stam. drain - 12/s

Stam. regen - 21/s

M1 - Lacerate

Sixer will swipe forward with her claws, dealing 25 damage.

When killing, she grabs the survivor in her mouth and gets on all fours as she throws the survivor back and forth in her mouth - akin to a dog - before spitting them out.

If it is that survivor’s first time dying in a match, they will enter the crawling state.

If it’s that survivor’s second time dying, she will kill them.

Passive - Manic Fixation

If Sixer is chasing (or within 30 studs) of a survivor, she will ramp up in speed with a 15% cap. This boost will reset after using an M1 or any of her other abilities.

Debuff - Hemmorhage

Survivors inflicted will drop droplets of blood on the ground. Each one gives Sixer 1 to her blood meter, with survivors typically dropping at least 10 blood every second. Other survivors can “heal” survivors with this debuff, and remove it from them.

Getting to full blood unlocks HUNTING HOUR.

Sacrifice Mechanic

When a survivor dies, they will crawl and have 30 seconds before they truly die. While crawling, Sixer can pick them up. Once picked up, she must take them back to her pentagram to sacrifice them.

While grabbing a survivor, a “GRASP” meter will appear on screen. This bar drains if Survivors struggle, and will passively go down faster and faster if Sixer is sprinting with her stamina below 25%. Sentinels can stun the killer to also drain this bar. While carrying a survivor, you get a permanent 15% speed boost.

Survivors who are let go come back with half their max HP.

Survivors who are sacrificed will effectively die until the pentagram decays, and when they come back, they return with 75% of their max HP.

If a pentagram would normally decay when Sixer sacrifices a survivor, its lifespan increases by 30 seconds.

If a survivor is sacrificed, Sixer’s blood is maxed out, allowing her to activate HUNTING HOUR.

Ability A - Hell’s Gate

Enter a 6-second long animation where you will carve a pentagram into the ground. Once finished, this will be where you sacrifice survivors.

Any survivor who goes over the pentagram gets inflicted with Hemorrhage, and takes chip damage for 5 seconds.

The pentagram will disappear after 1:50. However, if you have a survivor grabbed, it will not close unless the grabbed survivor escapes.

Only 1 pentagram can be active at a time.

Ability B - Infernal Skewer

Sixer will enter a long windup animation. She will be unable to move, and will attempt to grab a survivor with her tail. If unsuccessful, she’s locked in place for 85% of the windup length.

If it’s successful, her tail can pierce multiple survivors, dealing 15 damage to each. The closest survivor to the tip of her tail will be grabbed and she will bring them to her mouth, biting them and dealing another 15 damage as well as inflicting Hemorrhage, dealing a total of 30 damage. She will wipe her mouth afterward, giving an opening for survivors to stun her. 

Ability C - Demonic Leap

Sixer will get down on all fours, and this ability can be charged up. Once the key is released she will jump in the air, going higher the longer it’s charged, and can only go in one direction after taking off. If she lands on top of a survivor, she will bite them and deal 30 damage but be stuck in place briefly, giving them a chance to run.

Ability D - Blood rush

Sixer will become completely immobile and begin sniffing the air for 4 seconds. If survivors are within 50 studs or in her direct line of sight upon use they’ll be highlighted for 10 seconds. If Sixer hits this survivor with ANY ability, she deals 5 extra damage, and will inflict them with Hemorrhage.

Survivors with Hemorrhage already inflicted will be highlighted in white, and take 10 extra damage instead of 5, but their highlight duration is shorter. (8 seconds instead of 10.) White highlighted survivors don’t get inflicted with hemorrhage, since they already have it.

Ability E - HUNTING HOUR

When Sixer’s blood meter becomes full, she can activate Hunting Hour. Upon use, Sixer will let out an ear-piercing roar, and the entire map will become red, with the round timer saying “RUN” and “HI:DE.” Use of Hunting Hour increases her blood quota by 50.

Her Blood meter will passively drain, getting kills while in Hunting Hour increases the blood by 35.

Every survivor will be highlighted for Sixer every 5 seconds in hunting hour, and survivors with Hemorrhage will be highlighted in white every 2 seconds.

All stuns will be decreased to 1.10 seconds.

While in Hunting Hour, she gets a few new moves / changes.

HUNTING HOUR M1 - Eviscerate

On use, Sixer will do a small dash forward and try to bite the survivor. If landed, she does 30 damage. Regardless of if it hits or not, she is inflicted with Slowness II for 4 seconds, and is locked out of her abilities for 4 seconds if she misses.

HUNTING HOUR PASSIVE - Bloodhound

While in Hunting Hour, Survivors inflicted with Hemorrhage will leave a trail of footsteps. If Sixer paths directly over these footsteps, she will run on all fours and her sprint speed will increase to 29, as well as her stamina drain decreasing by 50%.

DEMONIC LEAP CHANGES

Sixer will not need to charge up, and will instead leap forward instantly and attempt to grab a survivor. Only dealing 30 damage if it hits, but inflicting hemorrhage. 

Demonic Leap will be put on cooldown for 15 seconds upon use of Eviscerate, if it isn’t already on CD.

INFERNAL SKEWER CHANGES

The windup is significantly shortened, but it deals less damage (only 20) in exchange for a shorter cooldown.

BLOOD RUSH CHANGES

Instead of only highlighting survivors within 50 studs or in her LOS, it highlights all survivors on the map - only for 7 seconds, however.



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