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Killer Idea - The Specter (feedback wanted)

NuclearBurritoNuclearBurrito Member Posts: 6,199
edited May 23 in General Discussions

The Specter

Terror Radius - 16 meters

Movement Speed - 4.4 M/S (110%)

Power: From Shadows - You can place invisible sigils on the ground(about the size of hag traps). If a Survivor steps on a sigil their aura is revealed for 10 seconds and you gain the undetectable status effect for 16 seconds. There is no indication given to the Survivor.

Sigils take 3 seconds to place and will remain for the entire duration of the trial. There is no hard limit on the number of sigils that can be placed.

Secondary Power: Darkness Form - Passively you become invisible and undetectable while lunging. While Primed you may use the power activation button to enter the darkness form, making you invisible and undetectable while increasing your movement speed to 5.2 M/S (130%) for 1 second.

You start the trial with Darkness Form primed. After it's been used a Survivor must walk over a sigil to re-prime Darkness Form.


  • Hex: Fleeting Thoughts - After a Survivor has been working on a generator for a total of 5 seconds within a 15 second window, grant them the oblivious status effect until they stop working on a generator for 10/12.5/15 seconds. (blablabla cleanse hex remove effect bla bla bla)
  • Peer into History - If you hit a Survivor with a basic attack within 15 seconds of them working on a generator, that generator will explode instantly regressing by 10%/15%/20% and then continue regressing.
  • Paranoia - When you enter a chase give the Survivor the Oblivious status effect for 20 seconds. The chase cannot end while this effect is still active. If the Survivor is outside of your terror radius when this effect ends reveal their aura for 6/8/10 seconds.



  • Increase Sigil activation range by 10%
  • Darkness form is 0.1 M/S faster
  • Sigils make you undetectable for 4 seconds longer
  • Sigils reveal Survivor aura's for 2 seconds longer


  • Increase Sigil activation range by 15%
  • Sigils make you undetectable for 6 seconds longer
  • Sigils reveal Survivor aura's for 3 seconds longer
  • Darkness form is 0.2 M/S faster
  • Place sigils 0.5 seconds faster


  • Increase Sigil activation range by 20%
  • Sigils make you undetectable for 8 seconds longer
  • Sigils reveal Survivor aura's for 4 seconds longer
  • Sigils reveal Survivor aura's and make you undetectable for 1 second longer
  • Place sigils 0.75 seconds faster


  • While in Darkness form Survivor auras within 16 meters are revealed to you.
  • If you down a Survivor while in darkness form you will have no basic attack cooldown
  • Your first 3 sigils take only 1 second to place
  • Darkness form lasts 0.5 seconds longer


  • Sigils make the Survivor that triggers them Oblivious for 60 seconds and do not make you undetectable.
  • You may store 2 charges of Darkness Form

Post edited by NuclearBurrito on


  • Dead_by_GadflyDead_by_Gadfly Member Posts: 2,907

    Im in general against 110% movement speed, but the power seems pretty cool 😊

  • NullSp3cNullSp3c Member Posts: 755

    I feel exactly the same. Simple m1 killers (looking at you legion) are usually very boring and stale. Being much dependant on a power makes the game more interactive and refreshing for both sides.

  • NullSp3cNullSp3c Member Posts: 755

    I like the killer but i feel like it is a little underwhelming. Althought i also feel like there's some "hidden" potential in that killer.

  • copperslycoppersly Member Posts: 1,918

    I'm all for killers that have to rely on their power to do pretty much anything. Way more interesting and unique than another wait until your CD is off and use your power then go to m1 killers we keep getting.

  • NuclearBurritoNuclearBurrito Member Posts: 6,199

    Added the Perks and addons. Any of that potential now less hidden?

    Feedback wanted as always of course

  • PigMainClaudettePigMainClaudette Member Posts: 2,491

    16m TR base does seem kinda rough. Especially since Monitor is a thing. But they do also have zero chase potential. Can they attack in the short window that they are invisible? Asking because I can see huge potential in that and some survivors might be a bit annoyed about getting hit out of nowhere.

  • NuclearBurritoNuclearBurrito Member Posts: 6,199
    edited May 23

    Yes they can. Do remember that 1 second isn't very long, and unless the Survivor procced a trap within a short period of time the sudden loss of a terror radius is a givaway of it's use outside of a chase.

    Do remember though that a lunge is 0.6 seconds. So if they can hit you from invisibility then they were almost in normal lunge range anyways.

    The 16 meter TR is because this Killer is fundumentally being balanced as a Stealth Killer. I am completely expecting them to be running M&A much like myers already does and to the same effect. The difference being that Myers eventually powers up and gets genuinely good chase potential. While this Killer just doubles down on the ambush playstyle, relying on them for hits even while in a chase.

    Besides even if they couldn't what would the Survivor do anyways? There isn't a slowdown at the end so it would be like reacting to a Spirit when she exits her phase.

  • PigMainClaudettePigMainClaudette Member Posts: 2,491

    Maybe the stealth could be increased slightly. 2/3 seconds would probably be better since this killer has nothing outside of a small TR, and on maps like Hawkins they'll stand out like a sore thumb.

    Or have a thing similar to Freddy how he is not visible at certain ranges.

  • NuclearBurritoNuclearBurrito Member Posts: 6,199

    The 1 second invisibility isn't the primary stealth tool. It's the ambush mechanic similar to the pig's lunge.

    Remember that at some point prior to this the Killer is given 6 seconds of undetectable and aura reading, ideally you would use this to sneek up on someone in transit and then once you get somewhat close you use your stealth as you round the corner and go in for the hit.

  • NuclearBurritoNuclearBurrito Member Posts: 6,199

    If I was to increase the stealth it would be with the undetectable timer. That way the balance is less volatile.

  • ALostPuppyALostPuppy Member Posts: 1,098

    This is an interesting idea, as much as I think every 110% killer except Huntress isn't fun to play against and have "questionable" design choices surrounding them, something like this would fit a slower moving stealth killer.

  • NullSp3cNullSp3c Member Posts: 755
    edited May 23


    "If you down a Survivor while in darkness form you will have no basic attack cooldown" isn't this one very situational?


    Peer into History - If you down or injure a Survivor within 15 seconds of them working on a generator, that generator will explode instantly regressing by 10%/15%/20%. (note: does not trigger regression over time)

    I think this perk is just way too overpowered. It has no cooldown and no power/basic attack restriction (ex: 2 feral frenzy hits would be overwhelming), no cooldown and most importantly the values are a little high imo.

    A little side note for the perk - The devs like slowdown perks not to have value with each other so the perk should actually start the regress of the generator it doesn't have sinergy with pop goes the weasel or surge, for example.

  • NuclearBurritoNuclearBurrito Member Posts: 6,199

    Kk. Fixed. Now requires a basic attack and triggers regression.

    And the perk means if you ambush someone that is exposed or injured you can keep your momentum to go after anyone else there.

  • NullSp3cNullSp3c Member Posts: 755
    edited May 23

    Its cool now. There's no need to remove everything, just maybe 1 or 2 things changed make the other parts blanced. I get it :)

    Edit: I still think it should have a minor cooldown like 15 seconds OR reduce the time effect of the perk to 8 or 10 seconds. I think 15 causes those weird cases where the survivor has been hiding for a lot of time and is still penalized (being hit after 13 seconds for example).

  • emptyCupsemptyCups Member Posts: 1,179

    so hag wraith ?

    With hag strong for her teleports

    And wrath strong for his stealth approach

    I see you've taken the worst of each to use them for both

    110 for a killer with no mobility is gonna be rough rough rough ur looking at 3E every game

    Neat perks tho I'd use them in builds and stuff

    Obliv doesn't work for against SWF

  • NuclearBurritoNuclearBurrito Member Posts: 6,199

    They aren't the only 110% with no mobility, so it works at least in principle even if I do need to buff it.

    I'll increase the numbers then.

  • NuclearBurritoNuclearBurrito Member Posts: 6,199

    Drastically increased the numbers on his Undetectable.

  • PoweasPoweas Member Posts: 5,875

    Yeah, most the top tier killers are actually slower killers, with the only exceptions being Billy and Oni.

  • PoweasPoweas Member Posts: 5,875

    Peer into history looks REALLY strong on killers that can get close easily like Myers or Hag. But it doesn't look that OP to me, but perhaps it would work in practice without being OP.

    The killers power seems interesting, the traps thing can be really strong, but since they're slower with the movespeed, I don't think it'd be oppressive, but this killer would be pretty strong in indoor maps. It's interesting, I'd love to see it in the game actually. It could be a cool idea.

  • USELESSUSELESS Member Posts: 1,151

    You should post things like this on Creation section

  • emptyCupsemptyCups Member Posts: 1,179

    Addons are pretty generic and only "buff" the character

    something should change the way the power works like when the doc makes pallet illusions or snares on freddy

    Annnd what does it look like ? The spector I mean

  • NuclearBurritoNuclearBurrito Member Posts: 6,199

    Hell if I know. I just think of cool mechanics and attach a fitting sounding name to it. I've been using they because I don't even have a gender in mind.

  • ErohnicErohnic Member Posts: 44

    The perks sound amazing, but it reminds me alittle of the wraith.

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