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Chapter Idea: Medical Malefaction

Critical_Fish
Critical_Fish Member Posts: 615
edited April 2021 in Creations

KILler name: The shaman

Appearance: A man with a large staff, a belt containing multiple vials of different substances, and a wooden mask.

Speed: 110% (4.4 m/s)

Terror Radius: 24 meters

Height: Average


Power: Malpractice

By clicking CTRL, the Shaman cycles through various potions (which boost the capabilities of the Shaman) and curses (which limit the capabilities of Survivors.) All of these have different amounts of charges, and a potion is shown apart from a curse and vice versa by a blue border around a potion when it is selected, and a red border around a curse. It takes 1 second to drink a potion, and half of a second to cast a curse. Curses have a max range of 8 meters, and can hit a Survivor within a 12 degree cone in front of the Shaman. While drinking a potion or casting a curse, the Shaman moves at 95% movement speed.


Potions:

Adrenaline Potion - Starts with 3 charges. After drinking this, the Shaman gains 20% Haste for 15 seconds. 1 charge is regained every 90 seconds.

Endurance Potion - Starts with 5 charges. After drinking this, the Shaman takes 20% less time to recover from all stuns for the next 60 seconds. 1 charge is regained every 90 seconds.

Invisibility Potion - Starts with 1 charge. After drinking this, the Shaman has the Undetectable status effect for 30 seconds. 1 charge is regained every 90 seconds.


Curses:

Hindering Curse - Starts with 5 charges. A Survivor hit by this curse has their speed decreased by 20% for the next 10 seconds, which decreases to their speed being decreased by 10% for the next 10 seconds after the first, then 5% until the curse is removed. 1 charge is regained every 90 seconds.

Regressing Curse - Starts with 2 charges. a Survivor hit by this curse repairs generators 35% slower, and after letting go of a generator they have repaired, it will instantly lose half the progress it gained while they were working on it, and starts regressing. This lasts until the curse is removed. 1 charge is regained every 90 seconds.


Curses can be removed by breaking a charm on the front of a hook. All hooks spawn with 1 large charm on the front of them. After a charm is broken, it removes all curses affecting that Survivor, but it will not come back and can no longer be used. If a Survivor is hooked while they are afflicted with a curse, that curse will be removed, but will corrupt that hook. It takes 15 seconds to break a charm. When a Survivor breaks the charm on that hook, the curses they are afflicted with are removed, but they are afflicted with the Exposed status effect for 60 seconds, and are marked with Killer Instinct for 10 seconds after breaking the corrupted charm.

The Shaman can also break corrupted charms, which are marked with a red aura for the Shaman, in order to gain back all charges on all curses. If a curse hits a charm, after 60 seconds a Survivor that broke that charm is afflicted with the curse the Shaman used on it, but it goes away after 60 seconds. Curses cannot be applied to corrupted charms.


Add-ons (oh lord the power was long enough):

Brown Add-ons

  • Broken Vial - It takes moderately longer for Potions to regain charges. Gain 100% extra Bloodpoints for the Effective Brew score event (which is when you hit a Survivor while effected by a potion.)
  • Torn Herb - The effects of Potions last slightly longer. It takes slightly less time for a Survivor to break a charm.
  • Blue Paint - The effects of Curses are slightly stronger.
  • Squirrel Skull - The Shaman moves slightly faster when casting a Curse. The Shaman moves slightly slower while drinking a Potion.

Yellow Add-ons

  • Poorly Mixed Paste - Potions regain charges slightly faster. It takes slightly more time to drink a Potion.
  • Freshly Picked Herb - The effects of Potions last slightly longer.
  • Yellow Paint - The effects of Curses are slightly stronger. Survivors afflicted by a Curse breathe 100% louder.
  • Bat Skull - The Shaman moves moderately faster when casting a Curse. The Shaman moves slightly slower while drinking a Potion.
  • Yellow Vial - The Shaman gains 1 extra Potion, the Dull Potion. This Potion has 5 charges that are not regained. When the Shaman drinks it, the Potion with the least amount of charges gains 1 charge back, but the timer to regain charges for all Potions is paused for 30 seconds.

Green Add-ons

  • Slightly Mixed Paste - Potions regain charges slightly faster.
  • Cut Herb - The effects of Potions are moderately stronger. The effects of Potions last slightly longer. It takes moderately less time for a Survivor to break a charm.
  • Green Paint - The Invisibility Potion lasts tremendously longer. The Invisibility Potion regains charges slightly faster.
  • Deer Skull - The Shaman moves slightly faster when casting a Curse.
  • Charred Wood - It takes considerably longer to break a charm.

Purple Add-ons

  • Well Mixed Paste - Potions regain charges moderately faster. It takes slightly more time to drink a Potion.
  • Ground Herb - The effects of Potions are considerably stronger. It takes moderately longer to drink a Potion.
  • Red Paint - While inflicted with a Curse, the time an Exposed status effect last does not go down.
  • Moose Skull - The Shaman moves slightly faster when drinking a Potion. Survivors that are afflicted by a Curse have their location revealed by Killers Instinct for 5 seconds.

Iridescent Add-ons

  • Iridescent Mix - The Shaman gains 1 extra Potion, the Iridescent Mix. This Potion has 0 charges and it takes 240 seconds to gain a charge. The Iridescent Mix can have a max of 1 charge. After drinking the Iridescent Mix, any Survivor hit by the Shaman while afflicted with a Curse are instantly downed. When they are hooked the Curse does not go away, and when they are unhooked the Curse transfers to the Survivor that unhooked them. It takes slightly longer to drink Potions. The Iridescent Mix lasts for 60 seconds.
  • Half Burnt Wolf Skull - All Potions and Curses can have a max of 1 charge. Potions and Curses can be used moderately faster. If all Potions have been used, and none have charges left, the Shaman moves 10% faster but cannot use Curses until all Potions have 1 charge. If all Curses have been used, and none have charges left, all Survivors Repairing, Healing and Cleansing speeds are decreased tremendously, but the Shaman cannot use Potions and all effects of Potions and Curses effecting anyone on the map are removed.


Perks:


Hex: Bad Medicine - Survivors that are healed by another Survivor are inflicted with the Exhaustion status effect for 10/20/30 seconds. Exhaustion does not decrease while running. Medkits heal 30% slower and lose charges 5% faster.


Hex: Elder's Knowledge - Survivors that break any Totem have all action speeds reduced by 8/10/12% until this Hex is no longer standing. The Killer can see the auras of all Totems on the map, and by looking at a Hex Totem, can see what Hex Perk is attached to it.


Hex: Survivor's Guilt - If a Survivor is injured within 20/30/40 seconds of a Survivor being hooked, they are inflicted with the Broken status effect for 60 seconds. The auras of all Broken Survivors are visible within 8 meters of the Killer.



Survivor Name: Helem cohen

Gender: Male

Eye Color: Brown

Hair Color: Black

Hitbox: The regular male hitbox


Perks:


Medical Marvel - If a Survivor has been hooked twice, you heal them 200% faster. For 10/15/20 seconds after being injured, that Survivor has the Endurance status effect.


Proper Practice - After safely unhooking a Survivor, this perk gains 1 Token (max 3/4/5 Tokens). For every Token, you heal Survivors 5% faster. When at 3 or more Tokens, you can heal yourself without a Medkit.


Surgical Shortcut - If the Killer is within 8 meters of a Survivor while you are healing them, clicking CTRL will cancel the heal but give that Survivor Endurance for 4/8/12 seconds. This can only be used once per match.



Thank you for reading this! Suggestions and feedback are highly appreciated!

Post edited by Critical_Fish on

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