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Killer Concept: Davy Jones
Killer Concept: Davy Jones
Average height
32m terror radius
4.6 m/s movement speed
Weapon: Ceremonial Cutlass
Power: From the Deep- Press and hold the active ability button to set a Whirlpool (max of 4 available by default) that remains in place for 60 seconds. Any survivors within 2 meters of the edge of the Whirlpool will suffer its effects:
- Hindered status effect until outside the area of effect
- Oblivious status effect until outside the area of effect
Survivors remaining within the edges of the Whirlpool for longer than 4 seconds will be automatically teleported to Davy Jones’ Locker.
Special Attack: Kraken’s Grip-
- While in the Entity’s Realm: Press and hold the Power button to charge a short ranged (6 meters) tentacle attack. Upon a successful hit, the tentacles grab a survivor and hold them in their grasp for 4 seconds. During these 4 seconds, the survivor will be faced with 2 tremendously difficult skill checks to judge whether they are worthy of not being sent to Davy Jones’ Locker. If the survivor succeeds both skill checks, the tentacles will release their grasp, no damage will be dealt, and the Killer will suffer a 3 second stun/cooldown before gaining full control again. (The skill checks would be similar to the ones you get while using a Brand New Part.) If the survivor fails either of the skill checks, they will be sent to the Locker and be put into the injured state if they are healthy.
- While in Davy Jones’ Locker: The tentacle attack no longer “grabs” survivors and instead simply inflicts one health state of damage to them, with a 3 second cooldown upon a successful attack and a 2 second cooldown upon a missed attack.
Special Ability: Whirlpool Passage- Press and hold the active ability button while standing on top of a Whirlpool in order to use it as passage into Davy Jones’ Locker. While inside the Locker, press and hold the active ability button to return to the Entity’s realm. When the Killer uses a Whirlpool to enter the Locker, all other active Whirlpools will deactivate.
Davy Jones’ Locker: The Locker is another dimension with entirely new dynamic graphical effects. While survivors are in the Locker, they cannot see, be seen, nor interact with survivors outside the Locker. While the Killer is inside the Locker, he cannot see or be seen by survivors outside the Locker. His terror radius is replaced by a non-directional dreadful song of nautical doom for survivors inside or outside the Locker. Neither survivors nor the Killer can interact with generators in the Locker, but they can interact with pallets, lockers, and vaults. The primary objective for survivors while in the Locker is to locate and commune with a Siren to grant passage back to the Entity’s realm. They will be highlighted in white for the survivor to find them and make haste to get out of the Locker. These Sirens have the same spawn locations as Freddy’s clocks, and follow similar rules:
- Only one Siren is assigned to each survivor upon their appearance in the Locker
- That Siren will spawn as far as possible from where the Survivor entered the Locker.
When a survivor finds their Siren, they must commune with it for 3 seconds to be granted passage back to the Entity’s Realm. The survivor is granted 5 seconds of the Endurance status effect upon their return.
When Davy Jones enters the Locker, any survivors inside and outside are notified with a global cue. If an injured survivor is also in the Locker, Davy Jones can hear their cries as a faint, directional noise if they are outside his terror radius. If Davy Jones successfully puts a survivor into the dying state while inside the Locker, they will automatically be sent to a random locker far from the Killer and must be rescued. This behaves similarly to the Executioner’s cages. The Killer does not see where the survivor is sent, and any hook-related perks do not activate upon sending a survivor to/rescuing a survivor from a locker. The chosen locker will have an altered nautical appearance with small sea creatures crawling all over the trapped Survivor. Only part of their body and faces will be visible (think of how Bootstrap Bill looks when he’s attached to the hull of the Flying Dutchman). The chosen locker is highlighted to all other survivors. If a trapped survivor is rescued by a survivor that is inside the Locker, they are both granted passage back to the Entity’s realm.
When any survivor is sent the the Locker by any means, they let out a scream. (the idea for this is to give Davy Jones a built-in way to make survivors scream so that he can combo it with his perk, Calypso’s Vengeance.
Details about the Whirlpools: They are 4 meters wide and CAN be placed next to/underneath generators. This is balanced by the fact that they only last 60 seconds and are removed if the Killer enters Davy Jones’ locker. They can NOT be placed within 4 meters of a hook or Exit Gates.
The driving idea i had in mind while thinking of this was that there’s some small yet consistent built-in game slowdown by sending survivors to Davy Jones’ locker. The killer can then choose to pursue the damned soul in his own realm, which can be a good idea because his special attack is more effective within it. However, he sacrifices map pressure on the rest of the survivors by doing so.
Perks:
- Dead Man’s Chest- Places a curse on all chests in the Trial that, upon a survivor finishing the unlocking process, inflicts them with the Exposed status effect for 20/30/40 seconds and makes the survivor scream in horror, revealing their location for 4/5/6 seconds.
- The Black Spot- Hitting a survivor with a basic attack marks them for death for 40 seconds. After a survivor is marked, if they do not heal before the 40 second timer is over, they will be applied with the Broken status effect for 60/70/80 seconds. If they heal to full health within the 40 second timer, the mark is removed. The Black Spot has a 60 second cooldown.
- Calypso’s Vengeance- Any survivor that is forced to scream from any condition will cause any other survivors within 16/20/24 meters from their location to also scream.
An alternative idea to the whole skill check process of his special attack- instead it acts as kind of a slower firing, shorter range Deathslinger gun, and Davy Jones can decide to either reel them in and hit them for a health state or reel them in and not hit them to send them to his Locker. I know killer players don’t like when survivors have control over their power so maybe this is a better idea.
Also, the whole point of the bottom perk is to specifically combo with other perks. On its own it would do very little unless you are playing a killer that has the innate ability to make survivors scream (clown bottles, freddy traps, etc)