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Chapter Idea - Reflections of Desperation
“What separates desperation from hope? Lust from love? Killer from survivor?
The Killer - The Athlete
“...blinded by its bloodlust, the beast is relentless in its pursuit…"
Desperation is what drove her to the entity, anything to save her mother, anything. A deal was struck, and the mother was saved at the cost of the daughter.
Size: Normal
Movement Speed: 105%/140%
TR: 12m/32
The Athlete's main ability is to switch between two modes - Desperation and Bloodlust. This switch time takes 3 seconds by default. They also make it so that any time someone stops working on a gen, the gen makes a loud noise notification.
When in Desperation mode, the Athlete moves at 105% movement speed, has a 12m TR, and a reduced lunge. The killer can also stalk survivors, with each second of stalk giving each survivor one stack of Hunted to a max of 6 stacks. Chases can not activate and grabs do not work if the Athlete is in Desperation.
When in Bloodlust, the Athlete moves at 140% movement speed, has a 32m TR, and a pounce that can be used to leap through windows and over pallets. However, they also have a 48m radius in which a survivor can hear the Athlete’s yells as it runs, the lunge is harder to turn with, cannot see auras of generators, and worst of all, the athlete can not see any survivors. This is where Hunted comes in.
A survivor will lose stacks of Hunted quickly (a three second delay before one stack is consumed per second), forcing the Athlete to switch immediately from Desperation to Bloodlust in order to take advantage of Hunted’s effects. When a Survivor is Hunted and the Athlete is in Bloodlust, their location will be revealed via Killer Instinct, but not just any Killer Instinct, Blinded Killer Instinct. What is the difference? Blinded Killer Instinct has the heartbeat (orange spider web thing that shows you where the survivor is) happen a lot faster, but has it so that any noise notification can be used to “cover” the heartbeat notification. This means that breaking a gen or fast vaulting can be used to throw off the Athlete until the effect runs out. If a survivor gets 5 or more stacks of Hunted, they will take a deep wound from any attack from the Athlete until all stacks of Hunted are removed.
The idea behind the Athlete is to have a killer in which as a survivor stealth is the best option. The key to facing is to keep track of vaults and lockers to make noise to keep the athlete guessing where you are exactly. The addition of the gen making a loud noise is that as a survivor on maps where there are few vaults and lockers, you can still outplay the Athlete and that as a killer on maps that offer survivors plenty of options to hide, you can at least look in the right general area. If you have not guessed it already, this character is based on Meg Thomas and her two perks Sprint Burst and Quick and Quiet.
Killer Perks
Run, But Don’t You Dare Hide
When an exhaustion perk is used by a survivor, the survivor will glow for the duration. After the effect of the exhaustion perk ends, their aura will be revealed for 3/4/5 seconds.
The Loud Die First
If a survivor makes a loud noise, they will be Blinded and can’t see the Red Stain for 5/10/15 seconds.
Eliminate The Competition
You recognize the skills of the best survivors and you want to crush them for it.
If a survivor that has been hooked still has more hooks left than the survivor with the least amount of hooks left, they will suffer a 20%/25%/30% speed reduction in repairing, healing, and cleansing speeds until they are healed.
The Survivor - Evan MacMillan
“Is it fair for a son to pay for his father’s sins?”
Large Size (Same size as Bill and Ash), quiet general noise and cries when injured.
Evan MacMillan did not know what his father had plotted, what deal with the devil he had made. He could not stop the sacrifice, but he could make sure his father never saw the fruits of his work. This angered the god that his father had worshipped, who dragged Evan into its realm with the intention of torturing him for eternity.
Survivor Perks
Love for Life
You may not make it out, but what matters more is that the others do.
If you are in Endgame Collapse, you unhook 30%/35%/40% faster and give a 10% Haste effect to the survivor you unhooked.
If the other survivors who were alive when the Endgame Collapse started make it out but you don’t, you will still receive blood points as if you had escaped.
Do Not Go Gentle
You will not follow the path of least resistance.
Hook Stage 1 and 2 are merged, meaning that it only takes 2 hooks to kill you. When unhooked, gain Endurance and a 5% Haste effect for 40/50/60 seconds and also restore any limited-use perks like lucky break. At any time during stage 1 and 2, you can break the hook to escape yourself, but you will have to remove the hook from yourself before you do anything, including escaping. Removing the hook takes 5 seconds.
Heroic Plans
Press and hold the Active Ability button for 5 seconds next to a pallet to trap the pallet via some well-placed cuts.. A trapped pallet will be revealed to your teammates in a yellow aura. When a trapped pallet is thrown down, the pallet will knock up dust, blinding and stunning any killer in front of it. A killer can tell the difference from a normal pallet by looking at the middle and seeing if there's any cuts. Heroic Plans has a cooldown of 120/100/80 seconds and only one pallet can be trapped.
Map - The Mines
"The entity seems fit to mock me for my failure..."
The Mines is a map that consists of multiple chambers, with each chamber holding 1-3 slots. These slots can either hold a tile, hold nothing, hold a drop into the lower level, or hold an elevator. The Mines has 3 floors and a top, with each floor having 2-3 chambers. At the top, there is the main building of the map, a workstation for the workers. The main building will have a stairway in the bottom that leads to every floor. The first floor down will have both exits on opposite sides from each other. The Elevators, when powered by a matching generator, can be used to instantly get to the top of the map as a survivor, while as a killer you can use the elevator repair pathways to ambush from unexpected angles. Speaking of unexpected angles, throughout the map there are tunnels that take you from one level to the next, but be careful, as if anyone, killer included, is in a tunnel, a light above will light up, alerting the other side to their presence. The idea behind the map is to create a map which rewards both sides for taking advantage of their environment. The map will be large, but the design of it will force survivors into smaller loops unless they want to get stuck in a tunnel between chambers.
Ending Notes
I have left the looks of the characters unspecified because I would do a bad job describing them properly. I always thought the idea of swapped roles was interesting, but I found the existing ideas to be lacking in the mechanical side of things. I also have no idea if the perks are broken or not, so please harass me in the comments about how I have no idea how to balance anything.
Edit: I added some more details and added the map.