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The Dying Light Chapter (Game Crossover)
The Dying Light Chapter
Important side note: The Killer is actually based off of the playable "Night Hunter" from the "Be the zombie" mode, not the volatile enemy type. I call the killer The Volatile because I think it sounds like a cooler, more unique name than Night Hunter. Also, the appearance of The Volatile killer is a mash of the volatile enemy and the Night Hunter. Confusing, I know, but bear with it please. Also, if it seems very unbalanced, its because I wrote this all in one three hour sitting without a lot of planning, so please comment if you feel anything is busted (not like its going to be in the game anyway)
Killer: The Volatile
The Harran virus caused widespread chaos as the populace of the city mutated into horrific monsters. From ambling biters to destructive demolishers, the corrupted beings hunted down their living counterparts, forcing those who remained trapped withing the city quarantine to flee and hide. As time passed and the infection persisted, the survivors managed to hold the aggressive flesh eaters at bay.
However, one particular monstrosity evolved. It became stronger, faster, tougher and more adaptable than the rest of the undead. Group by group, hideout by hideout, the Beast rooted out the remains of the plagued city. Driven by base instincts to hunt and protect the virus’ nests, the Beast satisfied its carnal urges by eliminating all life remaining in Harran. As the Beast grew powerful, it set its sights on the Tower, the last substantial gathering of humans left in the city.
The Beast massacred expeditions as they came and went from the makeshift fortress. Slaughtering one or two scavengers at a time quickly grew dull for the simple-minded monster. Soon enough, the Beasts first real challenge presented itself. Half a dozen targets left the skyscraper, the Beast stalking them from the shadowy rooftops. As they stopped to rest in a crumbling car garage, the Beast moved in for an attack.
The Beast shot its demon-like tendrils towards its first victim, drawing him in for a surprise execution. Before it could secure the kill however, the rest of the survivors emerged from the darkness, unloading bullets towards the mutated hunter. The rounds struck the Beasts skin, forcing it backwards into the centre of the building. Suddenly, explosions rang out all around, bringing slabs of concrete raining down on the Beast. The survivors moved in to finish their wounded foe, guns drawn. As they neared the creature it lashed out. Using an unseen amount of pure rage and violence, the Beast fought back against the ambush, striking down humans with fierce choking tendrils or corrosive blasts of venom. Soon enough, only one survivor remained.
The last human drew a makeshift fire sword as the Beast slithered out from the debris pinning it to the ground. The mutant struck out with a tendril, only for the human to sever it. Howling in pain, it charged the man. The survivor drove his sword deep into the beasts chest as it swiped him across the stomach with a razor sharp claw. Both hunters, severely wounded, stared each other down. The Beast clacked the mandibles protruding from its gruesome face, before letting out a deafening roar. The human crawled away as the monster hobbled out into the rising sun. Nearby infected sought cover from suns UV, lacking the Beasts resistance. The Beast stared up towards the Tower, full of prey it would never live to defeat, and the creature almost felt something akin to a real emotion in its corrupted mind. Overhead, a deep rumble shook the ground as a squadron of jets sped above the urban jungle below. Dozens of small warheads slammed down into the city, bathing the Beast and its hunting grounds in glorious fire.
The Beast emerged in a dark, foreboding new realm. The cracked, blood stained concrete was replaced by slick mud and dead grass. Instead of sky-high buildings, the Beast was surrounded by inescapable red walls. Despite the vast change in environment, the insulting stench of humanity still filled the air. A different type of infection permeated here than in Harran, a more evil and sinister force. The Beast began the hunt once again, seeking to claim this land for the virus.
Perks:
Hex: Rising Tide – The entity lashes out at progress, weakening your foes. Every time a generator is completed, two random pallets on the map (excluding the shack pallet) and dropped and one is destroyed. This Hex only lights a dull totem after two generators have been completed (however, this perk will only activate if there is at least one dull totem on the map, eg. if all dull totems all cleansed before a gen is completed, no pallets will ever drop despite an active totem never being cleansed).
Night Hunter: - Your skill at hunting the survivors of Harran under darkness has made you difficult to detect. Once the Exit Gates are powered, you gain the Undetectable status effect for 70/80/90 seconds. This cleanses all remaining totems and disables all hex perks (AKA no OP Hex: NOED or Hex: HG combo)
Mutating Advantage: - The virus inside you adapts as you succeed, making you stronger. Every time you hit a survivor, you gain one token. Once you gain 6 tokens, the next time you hook a survivor, you gain the Vicious status effect for 40/50/60 seconds. Hitting a Survivor with the Vicious status effect uses up 6/5/4 tokens (This would be a new status effect which acts as a reversed exposed, allowing the killer to one shot down survivors without them knowing).
Load-out
Weapon: Mutated Claw
The once human hands belonging to the Volatile have evolved into spiky, dangerous claws to tear apart his enemies
Power: Dark Mutations
· Volatile Venom: The Volatile can spit venom on Survivors. Volatile Venom disables a Survivors HUD for [70] seconds. This prevents Survivors from knowing; which status effects they have (except exposed, which will still trigger the little screen flash, however without the icon), whether their perks are on cooldown, the health state of other Survivors or the location of aura revealing events (the venom also causes the blindness status effect)
· The Volatile has [3] venom spits available, and must undergo a “mutate” animation to regenerate them (similar to Clowns bottle regen). The animation takes [8] seconds.
· The Venom attack is similar to Huntresses hatchet; it requires a short wind up time and then must be aimed like a projectile (the venom hitbox is roughly twice the size of a hatchet).
· Tendril Traversal: The Volatile can also grapple onto windows using his tendrils, allowing him to pull himself towards windows quickly (roughly [140%] movement speed). This would also allow him to reach different floors
· Any Survivor in the path of the Volatile when using his tendrils will instantly be hit, and the Volatile will cancel going to the window and undergo the hit recovery animation.
· Ground Pound: The Volatile also has the ability to do a ground pound. This attack is a forward cone like The Doctors shock therapy, and any survivors caught in it will gain the Dizzy status effect. The Dizzy status effect will cause the Survivors controls to [sway] and their camera to constantly [turn].
· The Dizzy status effect lasts [35] seconds, and the GP attack takes [3] seconds to charge and slows the Volatile to 90% movement speed whilst charging.
Add-ons:
Common;
Biter flesh- Slightly increases the duration of the Volatile Venom
UV Flashlight- Slightly increases duration and charging speed of the GP
GRE issued radio- Slightly increases the effect of the Dizzy SE
Gazi’s chocolates- Moderately decreases the time taken to regen Venom
Uncommon;
Military Relief Crate- Moderately increases the duration of the Volatile Venom
Infected’s Gas Tank- Moderately increases duration and charging speed of the GP
Infected Goon Rebar- Moderately increases the effects of the Dizzy SE
Vial of Antizin- Moderately decreases the time taken to regen Venom
Maximum Venom capacity increased by one
Rare;
GRE data file- Considerably increases the duration of the Volatile Venom
Faceless’ Elixir- Considerably increases duration and charging speed of the GP
Zere’s Research- Considerably increases the effects of the Dizzy SE
Severed Tendril- Moderately increases Tendril Traversal speed
Very Rare;
Bolter Tissue- Considerably increases Tendril Traversal speed
Volatile can now use his tendrils to grapple to dropped pallets
Crate of Antizin- Considerably decreases the time taken to regen venom
Maximum Venom capacity increased by two
Moderately increases duration of Volatile Venom
Ultra-rare;
Rais’ Severed Arm- Considerably increases Tendril Traversal speed
Volatile can now use his tendril to grapple to any pallet
Tendril Traversal hits on Survivors put them in the dying state
EXPcalibur- Successful Ground Pound attacks apply the Exposed status effect
Additional Information
· 115% movement speed (140%+ in Tendril Traversal)
· Normal attack range and speed
· Normal terror radius
· Killer difficulty: Hard (I designed this killer around mindgames and movement, with the venom and GP messing with survivors and the TT possibly being used as a unique form of attack by using the environment, or just as a cool new way to get around each map).
Appearance and Animations
· The Volatile is a grotesque, grey skinned figure with patches of brown, rotting flesh spread over its body. It has mandibles instead of a jaw, and the top of its head is red and pulpy, as if its brain is squeezing out of its skull. Dark black tendrils snake out from his arms, below his claws.
· After a successful hit, the Volatile will draw his claws across his chest to wipe off the blood.
· The Volatiles Memento mori: The Volatile strikes the Survivor with its claw, sending them stumbling back. The Volatile then wraps its tendrils around the Survivor and dives onto them, knocking the Survivor to the ground. The Volatile uses its thick mandibles to slice the Survivors throat.
Survivor: Kyle Crane
Kyle Crane could never have expected to live such an extraordinary life. Growing up in Chicago, Kyle was a very athletic and good nature child. Through a series of twists and turns Kyle found himself working for a humanitarian organisation called the Global Relief Effort. The most eventful part of his career would come because of his mission to recover a key GRE document stolen by Kadir “Rais” Suleiman from the Harran virus quarantine zone.
After many trials and tribulations, Crane quickly realised that the GRE were not to be trusted, and after defeating Rais, he left the GRE behind to protect the remaining survivors trapped in Harran. Crane became adept at both parkour and fighting the undead as he fought to save The Tower, the last bastion of hope within Harran. Crane also struggled against a zombie bite which threatened to mutate him if not treated.
The threat of Rais was soon replaced by that of a mysterious beast. One lone infected, so unique and powerful that it could defeat even the best trained runners. Brecken, The Tower’s leader, ordered Kyle and a small group of runners to set a trap for the beast. Kyle and his team set out, hoping the sneaky monster would be dumb enough to follow them. Once they reached the ambush point, they prepared to defeat the beast. Eventually, the creature launched an assault and was quickly repelled by Kyle and the runners, who were able to force it into range of Spike’s makeshift bombs, bringing down tonnes of solid concrete to crush the murderous mutant.
However, the beast survived the avalanche of debris and fought back, killing all runners except Crane. Powered by vengeance for his fallen comrades, Kyle challenged the beast and mortally wounded it, despite taking severe injuries himself. Kyle stumbled out into the sun clutching his bleeding stomach. He withdrew a photo from his pocket, taken from his early days at The Tower. Crane lamented the heavy losses of the virus as he gazed upon the photo of himself, Jade and Rahim. Crane sank to his knees, blood gushing through his fingers. He was distracted from his injuries by a team of military fighters passing through the sky. A well of sadness and regret polluted him as he realised all his fighting was for nothing. The firebombing commenced, and Harran was drowned in flame.
Crane was shocked, however, as the flame quickly turned to fog. The crackling orange shifted to a haunting black, until the mist subsided revealing a strange world. A far cry from the narrow cityscape, this world resembled some evil, made up land of myth and legend. Crane got to his feet, soon realising that his stomach had healed. Kyle pondered whether he was even still alive. His thoughts were derailed by a new feeling in his gut, the same one that drove him to leave the GRE behind to save The Tower. He just knew that there was people here, in danger from an ancient infection, much more dangerous than in Harran. He knew he had to help them.
Perks:
Scavenger – Forced to build makeshift weapons and gear from scrap in Harran, you’ve learned to find loot where others may not. At the start of each trial, the aura of one chest is revealed to you, and you can re-search a looted chest once per trial. Re-searched items are of common/uncommon/rare quality or less.
Peak Physique – Running across the rooftops of Harran has allowed you to become much nimbler. You vault 10/15/20% faster and maintain speed bonuses (ie. Sprint after being hit or exhaustion perks) 30% longer.
Spirited Resistance – After being bitten, you’ve gotten used to fighting off a virus in your body. After being unhooked, recovering from the dying state or cleansing a totem, gain the haste status effect for 40/45/50 seconds (yes Peak Physique buffs this so at max rank with PP its 65 seconds).
Map: Harran Square
Didn’t really have a particular area in mind to inspire this. Just a city themed map with designs similar to the first section of Dying Light (I don’t like Oldtown as much).