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New Chapter Idea: Lurking Shadows (comments and feedback appreciated)
These are MY original ideas for killer and survivor features in Dead by Daylight. Please leave comments and feedback on your thoughts. If you use my ideas in any videos or posts, PLEASE GIVE CREDIT!
Killer: The Slenderman
Reference: https://i.kym-cdn.com/entries/icons/original/000/001/676/slenderman.thumbnail.jpg
Power - Mind Delve: Charge up and release a dark aura around The Slenderman that affects nearby survivors and survivors looking at The Slenderman. When the aura is active and survivors are within 16 meters or looking at the killer for too long, it causes severe hallucinations that manipulates their senses of the environment. Causes the DEPRIVED status effect.
DEPRIVED status effect:
Tier I - While outside the killer's terror radius survivors will lose sight of the killer past 32 meters. Survivors will also lose sight of generators not yet repaired, dull totems, hooks, pallets, lockers, exit gates, and other survivors past 8 meters without the help of perks.
Tier II - While outside the killer's terror radius survivors will experience Tier I effects and will see false images of the killer, generators, totems, hooks, pallets, lockers, exit gates, and injured survivors. Interacting with a fake object or survivor for 5 seconds makes the objective disappear, the survivor screams (visual notification for the killer), and increases the DEPRIVED meter.
Tier III - While not in a chase survivors will experience Tier I and Tier II effects and survivors will no longer be able to differentiate the killer from other survivors.
*Survivors can recover from the DEPRIVED status effect over time by working on real objectives or with help from other survivors.
Basic attack: hand/claw (razor-sharp fingers)
Appearance: Black suit with red tie, tall and slim, expressionless and featureless white face.
The Slenderman's 3 perks:
Uncertainty - Survivors cannot see progress bars when repairing, healing, sabotaging, cleansing, rescuing other survivors, disarming bear traps, using the macabre machines, or opening exit gates while outside the killer's terror radius. Hitting a survivor with the killer's basic attack causes BLINDNESS for 6/8/10 seconds.
Paranoia - Auras of items are revealed to the killer. When a survivor picks up an item their aura is revealed to the killer for 8/10/12 seconds. Paranoia has a 40 second cooldown between uses.
HEX: Grave Peril - Injured survivors that perform rushed actions suffer from the BROKEN status for 15 seconds. This effect does not activate while a survivor is already afflicted with the BROKEN status.
Survivor: Patrick Mercer - An "All or Nothing" survivor willing to risk everything for the survival of his group.
Patrick's 3 perks:
Energize - Once per trial, when the item you're currently holding has fewer than 10/15/20% charges, the perk activates. If you hold an item with more than 10/15/20% charges outside of the basement's lockers the perk deactivates. The next time you wait in one of the basement's lockers the item you are currently holding will recharge up to 50% over the course of 15 seconds and will lose any add-ons. When leaving the locker, you are afflicted with the EXPOSED status effect for 60 seconds and your aura is revealed to the killer for 10 seconds. Does not effect ultra rare items.
Locksmith - Once per trial, after the hatch spawns, the perk activates. You can attempt to open the hatch without a key over the course of 40 seconds. During this time your aura is revealed to the killer for 16/13/10 seconds, you are afflicted with the EXPOSED status, and the killer can kill you. The EXPOSED status will persist 15 seconds after opening or leaving the hatch. The hatch will close after a survivor escapes through it.
Live On - Once per trial, after the exit gates are powered, the perk activates and you are afflicted with the BROKEN status for the remainder of the trial. The next time you attempt to unhook another survivor while the killer is within 10 meters of the hooked survivor, the killer is stunned for 3 seconds and the hook breaks. You are placed in the dying state after the killer recovers from the stun effect. Does not effect basement hooks.