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Killer Concept: The Juggernaut + Survivor, Perks, Back Story, Map, Mori and TL;DR version below
I've Had this concept for a long time and now have it all down in a way that I hope makes this killer both intimidating and balanced. Did a lot of math on this one (which will show) that may have some inaccuracies, but should still overall give you the idea of what I'm going for. I hope you enjoy!
The Juggernaut
Appearance/mannerism:
Intimidatingly massive; this killer is Hispanic with very tan skin tone, sunken in black eyes, sharp cheekbones, a massive jaw line, very little black hair, long limbs with big powerful muscles, a broad back, ratty, stained, bullet hole clothing, and he's 2.44 meters (8 feet) tall. Tiny survivors scramble like vermin in his presence as he moves to exterminate them. Fortunately for them he's too big to vault through fully framed windows, and some indoor places with low ceilings cause him to duck down slowing him, but unfortunately when he hits it hurts like hell. He has a default Terror Radius of 40m and he casually seems to walk everywhere, but when his walking stride is over 1.6 meters per step equaling a movement speed of 4.8m/s on open ground... just be glad he doesn't run!
Back story:
Freak, dumbass, moron, inbred, aberration… monster. All manner of hateful phrases used to describe Enrique Hernandez’s appearance and demeanor his whole life. His world record setting birth weighing in over 12kg claimed his mother’s life earning him a childhood of resentment and abuse from his father. At age 7 he was already the size of an adult, and at 15 he hit his growth spurt which almost gained him another world record for “world’s tallest man.” When he was diagnosed with gigantism it became apparent that because of his size he would never live to see beyond 40. This only motivated him to become the strongest and most healthy person he could be in order to try and extend his life, but his learning and reading disabilities were always a disadvantage to him, and even though he was offered the opportunities to join freak show circuits he resented being seen as inhuman. At age 24 he started work with a construction company, and they were all the better for it because his strength, speed, stamina and endurance made him a welcome asset that earned him high praise from his supervisor, but also hatred from his co-workers who made a habit of devastating his self enthusiasm on a daily basis.
One night, a few co-workers encouraged him to celebrate and drink with them over the fact that of them was going to have his third child born soon. Enthralled by the idea of finally gaining acceptance from his peers he enthusiastically agreed and joined them for a night on the town drinking and visiting strip joints. He had never known the comforts of another, and when an attractive girl came to him claiming her utmost attraction to big, burly, and macho men, he didn’t hesitate. That night turned out to be a setup by his co-workers who succeeded in incriminating him for indecent acts with a minor and collected more than enough photographic and video evidence to validate their claims. His slow mind and drunken state never stood a chance against such entrapment. Afterwards he was put on the California sex offender registry, lost all credibility and eventually his job due to the storm of social justice warriors who mercilessly flooded his social network profiles with hate over the media backlash. Humiliated, discredited, verbally and mentally abused, threatened by anonymous sources on a near global scale, and jobless he fell into a pit of depression until it dawned on him that his suffering was not actually his fault, and his fury over this realization knew no boundaries.
Since he intimately knew the habits of his co-workers, it wasn’t hard to figure out when they were going to stay late and meet up. When they were getting ready to go out “celebrating” again on a Friday night after work, he showed up at the construction yard while they were busy drinking and conversing, locked the gates, strapped together a couple of boards, punched in a few long nails with a pneumatic gun, wrapped the makeshift weapon in tape, and a bloodbath ensued. His brutality didn’t offer them any chance for repentance, no matter how hard they tried to negotiate, apologize, pray, or plead for mercy. Unfortunately his old supervisor was also there filling out paper work and witnessed everything, and though Enrique was tempted to let the man who showed him kindness go free, he chose to end the his life quickly with a stomp of his massive boot. Later that night he tracked down the young girl who was put up to the task of showing him a moment of passion in the scheme that ended his life of semi-normalcy, and while holding her by the throat, he effortlessly broke her neck with a flick of his massive thumb in an alley he thought was out of sight, but was unfortunately witnessed.
With 13 brutalized victims in the construction yard, and a teenager murdered in one night engulfing the media the next day, he knew it wouldn’t be long before they connected him, the only one with the motivation against all the victims. He was right in this assumption and was arrested in less than 12 hours after news reports started airing. He fought ferociously with the police critically injuring many of them before being brought down by multiple stun guns, and surprisingly ineffective bullets, before finally being tied up with anything they could find at hand since they weren’t equipped with cuffs large enough for his wrist size. While alone in his cell, all that he could think about was his hatred for “normal’s,” and desire for freedom from their subjugation. Weak and easily snuffed out vermin of the world who only destroy and outcast everything they define as “abnormal.” When all the lights were out in the darkest hour of the night something whispered to him in his mind, asking him whether or not the revenge he achieved was as satisfying to him as the overall thrill of killing. A deal was struck and when the authorities came with medical personnel to treat his wounds they were baffled to find an empty cell with no signs of a breakout. The police are still equal parts embarrassed, dumbfounded, and deeply unnerved when asked by the media about his miraculous escape and possible whereabouts to this day.
Weapon:
“Run, he's got a Board with a nail in it!” A couple of 1.2 meter long 38x89mm (2x4) boards with a few long rusty nails driven in at the pain inducing end a massive reach in this killers hand at 1.9m when light striking and 2.4 meters when heavy striking. They’re covered with bloodstains and have been rewrapped with tape where splintered and cracked from repeated use. Light striking with this weapon he makes a .8 second delayed sweep in a wide cone area that can be ducked by survivors but successful strikes knock them 3 meters away from in the direction of the sweep. Instead of lunging he gains a heavy strike transforming this into a one shot weapon with a sluggish 1.6 second wind up time and makes a downward strike with a fast .2 second execution, a 1 second longer than average strike recovery time, and a much narrower strike cone. Attacks from this weapon can reach over mid height objects, and the heavy strike can be interrupted by objects if the survivor ducks under them. While slowed by ducking through low halls and doorways he can’t use his heavy strike, but his light strike can no longer be ducked.
Status Effect: Panic –
Survivors under this effect experience skill checks with a 20% decreased success zone, and failed skill checks suffer a Tremendous (2x) penalty to progress. All survivors breathing and pained grunting noises are increased 50% in volume.
Power:
Passive:
This killer naturally causes the Panic status effect to survivors within his Terror Radius, and rightfully so: He has the furthest reach of all killers, can take out pallets and shrugs off pallet stuns in half the time of others, and easily sees over most objects and vegetation. The Juggernaut automatically crouches to move through doorways and hallways lower than his height slowing him down to 4.2m/s, he can't vault through full framed windows, but can step over ones with an open air top slightly faster than average. Though his stride makes him faster than the average killer in open ground at 4.8m/s, he never gains bloodlust. His 40m terror radius gives survivor’s fair warning when he’s in the area, and his towering height makes him easy to spot anywhere, but even if survivors haven't spotted him; the loud, earth rattling thumps he makes as he moves should give survivors plenty of warning of his location as its directionally audible within 16 meters.
Active: Quake
The Juggernaut can make an earth shattering stomp on the ground that stuns all survivors within a 16m radius as they struggle to maintain their balance for 1.4 seconds.
Map: The deserted construction yard.
A few shells of buildings that never got finished, large fence surrounding the area, stacks of bricks, dirt pits, construction equipment, vehicles that haven't seen use in ages, and worn down torn tarps covering building material piles. This site hasn't been worked on in so long that nature is creeping back into the picture with vines and tall grass growing everywhere. This map features a looming thunderstorm weather effect with no rain, gusts of wind, frequent flashes of lightning through the sky lighting up the map briefly, rolling distanced thunder, and infrequent nearer thunder claps. Inelegant machined together and riveted rusty hooks made from bent and sharpened rebar with large chains holding the arm up litter the grounds.
2 Memento Mori Animations:
For Males: Angered at the little pest, he lifts his massive boot and stomps their head in one powerful thud. Leaving behind a corpse with a large blood splat where their head used to be, then wipes it off in the grass.
For Females: Mocking them over how fragile he finds them, he grips them by the throat, lifts them up to eye level as they struggle, snaps their neck with a flick of his thumb, and casually drops their limp body.
Unique Perks:
Height Advantage: Gaining the high ground is a time honored tactic emphasized by the power of the fog. Unlocks the potential in ones Aura Reading ability. When more than 1 meter above ground level survivors in your field of vision are highlighted progressing at 2 meters in range for every 1/.5/.2 meters higher you get. Your own height is calculated, and survivors hiding behind objects are not revealed.
Intimidating Presence: Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within 32m of you are unable to take actions to heal, or open gates. Any survivor currently doing so or performing repair actions when you come into range trigger a Moderately/Considerably/Tremendously difficult skill-check every second. Great Skill-check successes don't boost progress while under this effect.
Unstoppable Force: Your unrelenting need to sacrifice survivors compels you with strength against those who would try to stop you. While carrying a survivor, if another survivor attempts to impede your progress, they are shoved 1/2/3 meters away in a random direction and become passive to you for 2/4/6 seconds. This ability has a cool down 5 seconds each time it activates.
Survivor: Earl Killjoy
This rugged rough necked retiree has been through a lot. After being forced to retire he sought comfort in booze, and that cost him his family, his money, and his home. Getting rehired anywhere was always short lived once they discovered his age and drinking problem. Though a troubled and mildly obese man of 65, he doesn't really seem it due to his decent muscular build, tenacious attitude, short temper, and lifetime of wisdom. This makes Earl a fantastic ally to have in a tight spot... just keep him sober.
Unique Perks:
When The Going Gets Tough: Taking damage compels you to work harder and faster under pressure. When you are injured your repair progression speed gets a 3/6/9% boost, and Walking or Crouching gains a 30/40/50% speed boost while outside of the killers’ Terror Radius.
Keep It Down: You and other Survivors within 6/12/24 meters of you are 30/40/50% quieter in volume when repairing generators, healing, searching through chests, and sabotaging or cleansing totems but if anyone fails a skill check while under this effect the auras of every survivor within your range are revealed to the killer for 4/3/2 seconds.
Inebriated Strength: Not quite drunk but inebriated enough to push your body past its limits; your ability to struggle against the killer is enhanced at the cost of your stamina. When being carried by the killer you gain a 6/8/12% speed boost to wiggle progression. If you successfully wiggle free you gain a 75% movement speed boost for 1.5 seconds that causes Exhaustion for 40/30/20 seconds.
TL;DR Version:
The Juggernaut is a hulking and massive 2.44m (8 ft) tall killer (for reference of his height in game the hallways in Lery’s Memorial Institute are about 3m/10ft high and the doorways are around 2m/6.5ft tall and 1m/3.2 ft wide), darkly tanned and Hispanic in heritage. He has the longest striking distance, fastest movement speed at 4.8m/s on open ground, shortest pallet stun and pallet destruction times, and afflicts the Panic status effect for all survivors within his Terror Radius. If he weren't so huge he would be able to vault through fully framed windows like other killers and wouldn't have to crouch down to move through most doors and low hallways at a slower rate of 4.2m/s. Open air windows/vaults he can step over slightly faster than average. He's also easily seen because of his size, has the largest natural terror radius of 40m, sees over most obstacles, but has the slowest attack wind up and recovery time. Everywhere he walks he makes a thumping sound audible within 16 meters making his exact position easier to discern when he gets near to any survivors.
Weapon: Two 1.2 meter long 38x89mm boards (2x4’s) with large rusty nails driven in at the pain educing end and wrapped in duct tape to prevent further splintering. This has the longest reach of all weapons, features a sweeping .8 second delayed light strike with a 1.9m reach, and wide strike cone that can be ducked by survivors but inflicts 3m knockback when it successfully hits. Instead of lunging he has a heavy strike that 1 shots survivors, has a 1.6 second wind up, .2 second execution, and narrower strike cone but a 2m reach. Light strikes recover .5 seconds longer, and heavy strikes recover 1 second longer. This weapon can reach over mid height objects in both strike modes but heavy strikes are interrupted by them. While he is crouching in low areas and doorways he can only use light strikes but they can no longer be ducked to be avoided.
Status Effect: Panic - Survivors under this effect experience skill checks with a 20% decreased success zone, and failed skill checks under this effect suffer a Tremendous (x2) penalty to progress. All breathing and pained grunting noises are increased 50% in volume
Power: Quake – The Juggernaut can stomp hard on the ground knocking all survivors off balance within a 16m radius and stunning them for 1.4 seconds.
2 Mori Animations:
Male Survivors: Foot goes up, puny survivor screams in terror, foot comes down, Screaming stops, Juggernaut like quiet.
Female Survivors: Pick up girl by neck, girl screams and struggles, Juggernaut flick thumb, girl quiet now.
Perks:
Height Advantage: At max, this highlights survivors within your FoV when over 1 meter above ground level progressing 2 meters in range for every .2 meters the higher you get. Your own height is calculated.
Intimidating Presence: At max, this prevents survivors from being able to start opening gates or healing when within 32m of you. Survivors who are already doing any of those activities, or are performing repairs when you come into range experience a Tremendously difficult skill check every second. Great skill check successes don't increase progress while under this effect.
Unstoppable Force: At max, when carrying a survivor and another gets in your way, they are shoved 3 meters away in a random direction and become passive to you for 6 seconds. This ability has a cooldown of 5 seconds every time it activates.
Map: An abandoned construction yard featuring unfinished buildings, construction vehicles, brick stacks, ratty and torn tarps over material piles, and rusty hooks that were crudely riveted and machined together from scraps. This map also has a looming thunderstorm with no rain, but wind gusts and frequent flashes of lightning in the sky that briefly light up the map as well as distant rolling thunder and infrequent thunder claps.
Survivor: Earl Killjoy
A 65 year old retired roughneck with a drinking problem, and a no nonsense temperament.
Perks:
When the Going Gets Tough: At max, When you are injured your repair progression speed gets a 9% boost, and Walking or crouching movement speed gets a 50% speed boost while outside of the killers terror radius.
Keep it Down: At max, survivors within 24 meters of you are 50% quieter in volume when repairing, healing, searching through chests, and sabotaging or cleansing totems, but if anyone fails a skill check during those actions; the auras of every survivor within your range are revealed to the killer for 2 seconds.
Inebriated Strength: At max, when being carried by the killer you gain a 12% boost to wiggle progression speed. If you successfully wiggle free this you gain a 75% movement speed boost for 1.5 seconds that causes exhaustion for 20 seconds.
All Creative Criticism Welcome