Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
New Killer: Werewolf
Size: Tall
Terror Radius: 24m
Theme: Large, imposing, semi-quadruped, black/grey fur, yellow glowing eyes.
Role: chaos, fear, jumpscares
Movement: 108%
M1: The Werewolf strikes with his claw, lifts his hand and feels the blood on it before carrying on.
M2: Howl: Howl causes all survivors not currently in a Chase to stop and hold their ears, interrupting any other action, these Survivors also gain Oblivious for 12 seconds. This has a base recharge time of 45 seconds.
Special: Turncoat: When you put a Survivor into the Dying State, you may Bite them. Biting a Survivor gives them a 5% bonus to Movement speed, glowing yellow eyes, fangs, and claws until they do any Altruism activity (Such as a Protection Hit, healing another survivor, or unhooking a Survivor, etc) During this time, the Survivor may assist or hinder other survivors as they see fit. The Werewolf can only have one Turncoat Survivor at a time.
Turncoat Survivors gain the ability to: Damage Generators, rebuild Hex Totems, both throw and break pallets and shove other survivors when they are trying to unhook someone or open the Exit Gate. In addition, the Turncoat Survivor gains a faint terror radius half the size of the Killer.
Turncoat Survivors start gaining Deviousness Blood Points instead of Altruism. If the Survivor loses Turncoat, they keep all Deviousness Blood Points they accumulated as Bonus BP. Turncoat Survivors are blocked from leaving the Trial for 15 seconds after the gate opens and cannot be "hit out" by the killer.
Perks:
Hex: Prey on the Weak:
Healthy Survivors that miss Heal skill checks on others outside of your Terror Radius begin a 20/17/15 second Mend Timer and you gain a token. If they fail to Mend during this time they become Injured.
At 3 Tokens, injured survivors have their auras revealed for 5/6/7 seconds
At 5 Tokens, all Injured Survivors become Broken.
"Once it's satisfied with your fear, it will want your flesh." -unknown
Hex: Cunning Beast: Failing a Skill Check within 12/15/17 meters of a Dull Totem causes that totem to become active and give off a Fake Terror Radius for 30/45/60 seconds before becoming a Dull Totem again. While within this Fake Terror Radius, the Killer's own Terror Radius is reduced to 0. Only 1 Totem may be activated by this perk at any given time. This perk has a Cooldown of 90 seconds.
(This Fake Terror Radius is not affected by other perks or add-ons)
"He seems like a simple animal, but nothing is simple here." -unknown
Appealing Prey:
Gain an Obsession.
While within your terror radius, the Obsession gains a 5% movement speed increase. When in CHASE with your obsession, you gain Bloodlust 30/40/50% faster.
"It seems he likes you. Run!" -unknown
Comments
-
The howl and character itself isn't bad, however the turncoat would be very complicated and somewhat annoying to go against.
0 -
It's a complicated ability, for sure, but survivors aren't forced to play killer side, they're still able to repair, heal, sabotage hooks, open the Exit Gate and unhook survivors. It would wholly depend on the player and their mood at the time.
Doesn't stop the Killer from killing the Turncoat either.
0 -
I've made 2/3 of The Werewolf's perks Hexes simply because they're fairly powerful, but useless if broken.
Any feedback on improving them and the killer would be appreciated!
0