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Killer : The Parasite
- Killer idea: The Parasite
- Outward appearance: a Victorian gentleman in a suit and top hat that (like spirit) will passively every now and then reveal his true form via his arm, leg, face or torso opening to reveal eyes, fleshy masses and blood
- Power: parasite infection: when a survivor is downed, the parasite can infect them and use them to his advantage. while the survivor is infected (3 mins, once per game per survivor) they automatically fail skill checks, will injure others when attempting to heal and while being chased are (not decided yet)
- Weapon: his hand, that the parasite has named "hyde" when attacking, his hand reveals it's sharp and rough serrated bone that emerges from his hand and slashes the unlucky survivor.
- Lore: Once an ordinary man that lived in Victorian times, in London (England), Geoffrey "jekyll" smith wondered into a dark back alley, and found a lonely prostitute. As she asked if he desired her services, Geoffrey pulled out a serrated knife and shredded her facial features until she was unrecognizable. in his fit of frenzy, he did not notice or see the creeping mass of flesh behind of him, as it pushed into his mouth, nose and ears, expanding and feeding, he cried out for salvation from god, he prayed for a god to save him from his suffering. a god answered
Perks –
1. Mimic’s imperative | you’ve learnt what it’s like to pretend to be something you’re not and have learnt to understand when to strike. At the start of the game, spawn an extra chest. This chest, when searched, reveals the survivor’s aura to the killer and when fully searched inflicts the broken status effect for 10/20/30 seconds. “be careful where you search. Go too deep and you might find something you regret….” – The parasite
2. Hemophobia | the excessive amounts of blood you have exposed to the survivors has scarred them. Whilst a survivor is within your terror radius, if they come within a 5/10/15 metre radius of an injured survivor, they let out a scream causing a visual notification. Has a cooldown of 40/30/20 seconds. “I see you can’t handle this situation… let me wake you up from this bad dream…” – The parasite
3. Hiding in plain sight | Your ability to blend into society has proved helpful in this new world. While not in a chase, your red stain is hidden and your terror radius is decreased by 5%/10%/15%. “you may not see me for who I am yet… but you will…” – The Parasite
Add Ons –
Brown:
· Slightly increase duration of infection
· Slightly increases speed of parasite infection
· Infected survivors are afflicted by the mangled status effect
· Slightly slows infected survivor’s interaction speed
Yellow:
· Moderately increase duration of infection
· Moderately increases speed of parasite infection
· Infected survivors are afflicted by the exhausted status effect
· Moderately slows infected survivor’s interaction speed
· Moderately increase the chance of passively revealing The Parasite’s insides
Green:
· Considerably slows infected survivor’s interaction speed
· Considerably decrease the healing speed of infected survivors
· Parasite infection can no longer be cancelled by decisive strike and flashlights
· Infected survivors have their aura revealed to The Parasite while infected
Purple:
· Considerably increase duration of infection
· Parasite infection no longer needs to be activated and now instantly takes effect when downed after the first generator is completed
· Infected survivors are afflicted by the broken status effect
· Significantly increase the speed of parasite infection. The first survivor infected has their aura revealed to the killer while infected
Iridescent:
· Parasite Infection no longer utilizes its base effects. Survivors in the range of an infected survivor have their aura’s revealed. The infected survivor is afflicted by the oblivious status effect.
· Parasite infection can be done more than once per game. All parasite infection add ons no longer take effect.
Comments
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please comment on your thoughts and criticism!
I'd LOVE to hear your thoughts on my creation!
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This belongs in the Creations category.
For the perk, it could just replace an existing chest, since idk if there are enough chest spots for that perk + 4 shiny coins.
For the power, making it so you can't vault or do skill checks for 3 minutes doesn't sound fun to play against.
Cool aesthetic though.
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the 3 mins i a very temporary number, but what would you do for something that helps in the chase that sounds fun to play against?
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That's a really difficult thing to figure out, especially if you're taking the path of debuffing the survivors rather than buffing yourself. Generally players don't have fun against debuff-centric killers (consider Doctor, Clown, Plague, and Freddy). Make sure you have some sort of counterplay so survivors can at least do something about the debuff. For instance, you can't use items or perform certain interactions while in Tier 3 madness, but you can snap out of it. Or against Plague or Freddy, you can find an object that removes your affliction.
Also consider how the killer plays. Right now it seems that you would just play a basic killer with no power until you down a survivor. Then, that survivor is debuffed for 3 minutes. This means that if you don't essentially tunnel that survivor within the next few minutes, your power is wasted. And you have no reason to go after anyone else, because you have no power to use against them.
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I like the idea behind the killer, but I think it could use some tweaks. The infection idea has a lot of strengths behind it, so I think it would be better if it were a permanent debuff, but you get a limited number of them (Let's go with 2 for starters.) If you could infect a downed survivor, they would fail any skill check they get until they are healed to full health. If another survivor heals the injured survivor, they become infected (possibly unknowingly). Once the injured and infected survivor is healed, they become uninfected. You could probably add another ability so that the gameplay is more interesting and aren't just m1ing the rest of the time (personally I think a short range aoe attack would be fun, but that's just me.)
As for the perks, Mimic's Imperative, I think it would be better if it affected normal chests and only applied to injured survivors, but it might make it more niche. Hemophobia, I have no problems with it sounds fun. Hide in Plain Sight could use more work on it, get ride of the percents or change the effect entirely, Monitor and Abuse has basically the same effect.
Other than that, great work and I hope you come up with some more stuff.
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