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
Chapter idea: No money in Hell
Killer: The Mercenary
Speed: 115% | 4.6m/s
Terror Radius: 32 meters
Height: Tall
Power: Tools of the Trade
Landmines
You can place up to 4 landmines on the map. Any subsequent placed traps will replace the oldest trap. Traps cannot be placed within 10 meters of each other. (or in any other place bear traps cannot be placed)
Survivors hear a beeping sound while within 10 meters of a trap that gains frequency as they get closer.
Survivors can sabotage a trap. (similar to how bear traps are sabotaged.)
When a survivor goes over a trap (except by being carried by killer or downed) it will blow up causing the following:
- Any survivors in 5 meters (but not through walls) get the deep wound status effect for 20 seconds. Will down survivors already with Deep Wounds or Broken.
- Survivors in sound indicator radius are deafned for 6 seconds. (will deafen through walls)
- A sound and unique visual indicator to the killer. (like how the bear trap has a unique visual indicator).
Wooden Planks
3 wooden planks will start in lockers across the map (can hold up to 3).
You can use a wooden plank to wall up a window.
See the aura of planks in lockers.
Walled Windows have the following effects:
- Survivors cannot pass through them.
- The mercenary can spend a few seconds removing a walled window to regain a wooden plank.
- The Mercenary can vault a walled window at normal speed at the cost of destroying the wall.
- A survivor can sabotage a planked window to get rid of it (no indicator to killer).
- After 20 seconds of a window being sabotaged or destroyed, a wooden plank will respawn in a random locker.
- The mercenary sees the aura of planks in walled windows.
----------------------------------------------------------------------------------------------------------
Perks
Torture:
You like to torture your victems before finishing them. To break their will before giving them to the entity.
Increase Bleed-Out speed by 15%. Downed survivors self recover cap is decreased by 5/10/15% (doesn’t prevent full self-heal). (base bleedout at 240 seconds. With perk 208.7 seconds.)
When you hook a survivor, add 1/2 second of entity progress for every 5% of bleedout progress. (max 10 sec reduction at 100% bleedout) (equates to about 20.8 seconds of down for 1 second lowered from each hooking)
Fear of the Hunted:
Survivors within your terror radius are Deafned.
When you basic hit a survivor, they suffer from deafness for 3/4/5 seconds.
“The direct approach is not always the best.”
Bounty Hunt:
Four Survivors have been marked to be sacrificed for the entity and you feel great pride to be chosen to do what you do best.
Increase your move speed by 3% while not in a chase or not carrying a survivor.
Gain bloodlust 10/15/20% faster towards bloodlust 1 while chasing survivors. Double this while chasing an Injured survivor. (base bloodlust 1 at 15 seconds. Injured chase time would be 10.7, healthy time 12.5.)
-----------------------------------------------------------------------------------------------------------------------------
Add-ons
Brown
Exploding Alarm Clock: Slightly Increase Landmine’s Sound Indicator. (2 meters) Gain 50% more blood points from landmine Explosion.
Leather Gloves: Slightly increase Mine planting speed.
Pull Fuze: Slightly decrease Landmine and Plank sabotage speed.
Plank Sack:: Start with 1 plank. Start with 2 planks in lockers.
Yellow:
Plank Bag: Start with 2 planks. Start with 1 plank in lockers.
Mud Mine: Survivors that are exploded by landmines suffer from Blind Status Effect for 60 seconds.
Old Mine: Landmines no longer apply deep wounds. Survivors exploded by landmines suffer from Broken and Hemorrhage status effects for 30 seconds.
Combat Gloves: Moderately increase Mine planting speed
Electric Fuze: Moderately decrease Landmine and Plank sabotage speed.
Green
Silent Fright: Moderately decrease the sound indicator of Landmines (3 meters).
Kevlar Gloves: Considerably increase Mine planting speed
Plank Backpack: Start with 3 planks. Start with 0 planks in lockers.
High Explosive Mine: Survivors exploded by landmines suffer from Mangled Status Effect for 90 seconds.
Electric Fuze: Considerably decrease Landmine and Plank sabotage speed.
Purple
Chrono Mine: Survivors exploded by landmines suffer Considerably from hindered status effects for 10 seconds.
Stun Mine: Slightly Increase land mines deaf duration. (2 seconds)
Slightly increases Survivors' Mending time when affected by the Deep Wound Status Effect.
Does not stack with Knockout Mine.
Fragmentation Mine: Survivors exploded by landmines suffer from Mangled Status Effect for 90 seconds.
Moderately decreased Repair speed of Survivors exploded by landmines for 90 seconds.
Seer Mine: When a landmine explodes a survivor, reveal their aura for 6 seconds.
Pink:
Bait Mine: Survivors within Landmine’s sound Indicator suffer from Oblivious status effect.
Knockout Mine: Moderately Increase landmines deaf duration. (4 seconds).
Moderately increases Survivors' Mending time when affected by the Deep Wound Status Effect.
Does not stack with Stun mine.
---------------------------------------------------------------------------------------------------
Survivor: The Phantom (i think it would be cool if there was a survivor that didn't have a name or a "backstory" that explains them personally and not what they believed to be to the world.)
Perks:
Mockery
While your aura is revealed to the killer or you are in the killer’s Terror radius, Increase your Healing speed by 20/35/50% and Sabotage speed 15/ 20 /25%.
Public Performer
While another survivor is hooked, reveal your aura to all other survivors.
Gain 1/2/3% movement speed out of a chase while an ally is hooked.
Cat and Mouse:
You enjoy messing with your pursuers by leaving clues behind. But it is no longer fun, when people get hurt.
While Healthy, your scratch marks stay visible 3 seconds more than normal and will spawn moderately farther apart.
While healthy and inside the killer’s terror radius gain the following:
- Increase your slow locker enter and exit speed and slow vault speed by 5%.
Your on-hit movespeed buff lasts 1 additional second if not exhausted. Causes the Exhausted Status Effect for 60/50/40 seconds.
You do not recover from Exhaustion while running.
“It’s a game to him. He doesn’t think of the consequences.” - police
--------------------------------------------------------------------------------------------------------------------------
Their combined lore (or more accurate Phantom’s lore that mentions the mercenary.):
A gentlemanly thief that only steals after giving notice. He leaves replicas of what he steals. Paintings, statues, and jewels. He has made them all. Some speculate it is out of guilt while others say it is just a way to mess with the police. He is known as The Phantom as he seems to just disappear like he could phase through walls like a phantom. Though he steals mainly in the U.S., he has traveled all over the world to get what he desires. The thief could never fulfill his greed and would never retire by his own will.
His last theft was what he would assume to be routine. He snuck into a mansion, grabbed the “Cursed” amulet, purposefully alerted the guards and started to make an escape. It was all normal until everyone around him suddenly disappeared. Or rather he disappeared from them. Transported to a parrel mansion that looked like the one he was in, but was not the same. He would then be found by a violent mercenary that came from the original mansion. Fearing for his life, he would do what he does best, disappear for all eternity.
The map: Indoor level of a Mansion. Likely its own realm since only the Ormound realm would make sense otherwise (because why not have a mansion on a snowy mountain. Also its more excusable to say their was always a mansion on a snowy mountain then other places like towns, swamps, or a recreation of centuries old forests.)
--------------------------------------------------------------------------------------------
P.S. : This is a rework of a chapter idea I submitted august of last year. The original didn't have Add-ons ideas for the killer though and the Survivor's first two perks are completely different.