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Killer Idea: The Shrike
Appearance: A humanoid with a bird mask and membranous attached to her arms and legs. Runs on all fours like a vampire bat. She has feathers scattered across her body.
Speed: 115% (4.6 m/s)
Terror Radius: 36 meters
Height: Average
Main Power: Soarer
While airborne, holding m2 will make the Shrike glide at 130% move speed until they land. There is no slowdown for starting or stopping a glide. While gliding, turning slows the Shrike down to 70% speed until no longer turning, when she has to gain momentum again, as well as making her fall faster. Turning is also 50% slower than when running or lunging, but the same turns can still be made as long as they are not 180s. If at the right angle, the Shrike can glide through windows. From the top of the average hill on most maps, it takes around 10 seconds to hit the ground if the glide is started right after walking off the hill.
Secondary Power: Divebomb
While gliding, holding m1 will make the Shrike fly down at 300% speed until m1 is no longer being held, or she hits the ground. Hitting the ground while using Divebomb will slow the Shrike down to 80% speed for 1 second. Landing has a small hitbox (1 meter radius) around the Shrike where, if Survivors are within that radius, Survivors will be injured. If started from above 8 meters, a Divebomb will deal 2 health states to a Survivor if they are hit directly, not by the landing hitbox. Letting go of m1 will cancel the Divebomb, and the Shrike will slowly decelerate to the normal gliding speed over the course of 10 seconds. Running into a Survivor in any way during a Divebomb will cancel the Divebomb and injure the Survivor (this is where the 2 health states can be dealt.) Divebomb, when hitting a pallet, will also break it. This takes no extra time than landing normally.
Tertiary Power: Jump
Yeah, it's simple, but jumping (with SPACE) will give the Shrike the ability to glide for a short duration, as well as climb into windows just out of reach. Jumping off of an object off the ground will also, of course extend the time it takes to hit the ground. When gliding out of a jump, the glide will start at 150% speed and slow down to 130% speed over the course of 5 seconds.
Add-ons would include:
- Increasing speed when gliding.
- Decreasing stun time after a Divebomb.
- Increasing speed of Divebomb.
- Increasing turning radius of either Divebomb or gliding.
- Decreasing the height necessary to instantly down a Survivor with Divebomb.
- Increasing the speed of the initial glide after a jump.
- Increasing vaulting speeds after a jump.
- Decreasing falling speed while gliding.
- Increasing the size of the landing hitbox.
Iridescent Add-ons:
Iridescent Beak - A crystalline mask made from the Fog. Divebomb moves tremendously faster. Hitting a Survivor with Divebomb is guaranteed to instantly down them, even with the landing hitbox. The Shrike cannot jump, and falls slightly faster while gliding.
Torn Membrane - A torn bat wing, with writing burned into it. Turning speeds while gliding are considerably faster. Vaulting after a jump is tremendously faster. Divebomb is considerably slower. The landing stun after using Divebomb is tremendously longer.
Teachable Perks:
20/5 - The fog is considerably lighter, only for the Killer. While an aura reading perk is active, all Survivors within 8/12/16 meters of the Killer have their auras revealed as well.
Dire Hunter - You become obsessed with 1 Survivor. For every 10 seconds the Killer is in a chase with anyone but the obsession, this perk gains 1 Token. For every 30 seconds the Killer is in a chase with the obsession, this perk loses 2 Tokens. For each Token, in a chase, the Killer moves 2% faster. After hitting the obsession with your basic attack, one generator per remaining Token that is not being worked on loses 6/8/10% progress and starts regressing. This does not work on generators that are regressing already.
Lights in the Sky - When the Killer's aura is revealed to a Survivor, the Killer's aura will appear in 1/2/3 other places randomly, all moving in different ways. After falling from a high distance within the Killer's terror radius, a Survivor will scream, revealing their location.
Thanks for reading this! Feedback and suggestions are appreciated!
Comments
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I hate to break it to you but I don't think flying/gliding killers will ever make it into the game. It lets you see so much and you aren't restricted by walls or obstacles.
Soarer's lack of slowdown for beginning and ending glides seems a tad overpowered, considering that she both has a 130% move speed and as previously mentioned is not stopped by obstacles. The flying through windows at the right angle also seems a little overpowered as there does happen to be a reason that killers take as long as they do to vault.
Divebomb is overpowered. At first it's not bad but at high ranks, missing your mark is unlikely, they sit up there for a reason and if you have experience with aiming this really won't be any different. You might as well be playing huntress if iridescent head was part of her base kit and people don't like that add-on to begin with.
I'm not sure I understand Jump, can you jump from like the street on Haddonfield up to the second story? Or is it more like jumping to the holes in Temple of Purgation?
Given my confusion with jump I'm not sure I understand Iridescent Beak. Instantly downing people isn't bad but there's no restraint from divebomb and you basically make huntress' iridescent heads actually the size of wide Putin.
Again I don't understand Jump so I'm not sure I udnerstand Torn Bat Wing with Writing Burned On (bit of a long name fyi) This seems like it might be better as part of the base kit from what I do understand.
20/5 is just Moon Bouquets which were removed for a reason when Fog was introduced.
Dire Hunter is kind of like an off brand Play with your Food and seems to attach a pop to it for no reason.
Lights in the Sky seems like it was tailored more to the name. It feels a bit like you duck taped two perks together. The Lights part isn't bad but the Sky part has better alternative perks.
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Well, BHVR did make the Spirit, so I think anything is possible in modern DBD. The only restriction to a flying Killer is probably the engine DBD is ran on, seeing as they probably couldn't implement the second part of Deathslinger's power (which is why he only has the current one and no map mobility.) The way the Shrike's flying works though is made so it's harder to go over loops, seeing as jump (which is explained later) is not nearly as good as you saw it as.
I could definitely remove the oneshot from Divebomb, and make the oneshit from a direct hit part of Iridescent Beak. I'll also slow down the Shrike while gliding, would 110% work? I'll also add ending lag for about half of a second when landing without using Divebomb. I will probably also remove the landing radius.
Jump is very limited currently, basically just allowing you to climb into the window from the ground of the main house in Haddonfield.
After clearing up jump, a second opinion on Iridescent Beak would be helpful. Thanks!
The Torn Membrane (you read the wrong part of it, thinking it was the name) should be cleared up as well, now. After slowing down the glide, I might make it so it speeds up the glide slightly more, but remove the add-ons that already speed up the glide.
I could always just remove the first effect of 20/5 and buff the second effect, or just remove the first effect and leave it as is afterwards.
Dire Hunter is supposed to be an alternative to PWYF, if I made it too good I could definitely tone it down, though. Maybe halve the automatic regression and make it so its only after a down, so like Surge but not as consistent?
Lights In The Sky wasn't meant to be better than anything, but it could be some role compression, like Surge being Thrilling Tremors and Pop but not as good as either of them.
Thanks for the feedback!
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