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Your New Killer Ideas
If you had the ability to add in one completely original killer design, what would it be? Feel free to include as little or as much information about the killer as you want.
Comments
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I Just want a werewolf killer.
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Shapeshifter Killer
When killer player choice this killer, in trial everyone will have same skin. All survivors and killer will play with same skin in match, choosing different survivors will not change anything: Everyone will have same skin + same voice. That will be killer's stealth power.
He/She will have 8m TR. And before he/she came 8m to near you, you can not see red light or any TR. 115% movement speed.
He/she can enter lockers and attack survivors with surprise attacks (Like Head On). Also lockers will use for teleport. But teleport will have 30 seconds cooldown.
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I wrote a chapter concept here a few months ago and my idea is basically Siamese twins sisters that were separated, and one is the killer and other is a survivor. i wanted her to be a stalker killer with a surprise attack.
You can take a look if you are curious =)
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New killer Idea, Rework all the killers, especially Nemesis.
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This is my concept for a banshee killer
Power
Basic stats
Move speed:4.6 Ms(115%)
Terror radius:24M
Height: Tall
A mourning spirit. The banshee can charge her power”Celtic fury” by placing runes. When activated ”Celtic fury” will cause the banshee to become undetectable and increase her mobility. These runes are also a great source of information
The banshee starts the trial with 5 runes. She can place these runes any interactable object such as generators, totems or windows when within 32M and having line of sight on the object. If the rune is placed on an object a survivor who begins to use it will scream and reveal their location. Runes take 2 seconds to place and reduce the banshee’s movement speed to 105% when setting them down. These will charge up the banshee’s main power “Celtic fury”
The banshee’s power has a cooldown of 180 seconds which begins as the trial starts. This cool downs goes down by 30 seconds every time a survivor interacts with an object cursed by a rune. When activated she will scream. This causes all survivors to scream out revealing their location. This also empowers the banshee. During this time the banshee moves 30% faster outside of chase, gets an action speed increase of 25%(vaulting, breaking pallets, picking up survivors) and becomes undetectable. In addition the banshee can also teleport to any runes she has placed. This takes 2 seconds to activate and will take her 5 seconds to be able to teleport again. Celtic fury last for 45 seconds
Add ons
Common
Blighted potato :slightly increases duration of Celtic fury
Barley:slightly increased action speed bonus while empowered(4%)
Potato Bag: Gain access to 1 extra rune
Rusty spade: moderately increases passive power recovery
Uncommon
Rusty hoe Head:survivors hit during the empowered duration gain the haemorrhage status effect until healed
Muddy dress: Increases the distance at which runes can be placed
Celtic knot:moderately increases the bonus power gained from runes
Fresh potato :slightly increases movement speed while empowered(5%)
Soldier’s badge: Increased rune setting speed
Rare
Bloody hammer:moderately increases action speed boost while empowered(8%)
Potato sack:Gain access to 2 extra runes
Cheap whiskey:moderately increases duration of Celtic fury
Smoking Pipe:moderately increases passive power recovery
Raw salmon:moderately increases movement speed while empowered and out of chase
Very rare
Bloody British helmet:survivors suffer from the mangled status effect for the duration of her power
Job Poster:all skill checks become harder when the banshee is empowered( think unnerving presence size)
Ball and chain:the banshee regresses gens at 200% speed while empowered
British rations: Considerably increases the duration of Celtic fury
Ultra rare
Pustula potato : You no longer gain undetectable while in Celtic fury. Instead your terror radius is map wide
Iridescent Knot: Any survivor who vaults a cursed window will cause it to be blocked for the next 15 seconds.
Teachable Perks
Hex afterlife:While your body crumbles your soul lives on. Gain a token up to 4 for every time you get pallet stunned or blinded. Each token grants a 10% increased lunge range and 5% pallet stun time reduction.
Hex decay: While this Hex totem is active all survivors will be permanently inflicted with exhaustion. Once the totem is broken the effect lingers for 40 seconds
Imprisonment: Kicking a generator will cause that generator to be blocked for the next 20/30/40 seconds. The generator does not regress during this time
Once activated this effect will go on cooldown for 80 seconds
“Make them suffer”
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I have thought up two ideas of killer powers that I think is interesting.
The Beast (werewolf)
Movement Speed: 115% 4.6m/s
Terror Radius: 32 meters.
Height: Tall
Killer Power: Animal Instinct
As a werewolf you gain extremely unnatural and animal like abilities to hunt survivors as pray.
Sprint:
Press the active ability button for a few seconds to get on all fours and brake into an animal sprint for a max of 10 seconds. You move slightly slower for 3 seconds after coming out of sprint. You cannot attack while in sprint mode.
Beast Mode:
After 45 seconds a secondary power called Beast Mode will be activated. Press the active ability button to enter Beast Mode for 45 seconds. Survivors will be notified your in Beast Mode by a loud howl.
While in Beast Mode, Scatch marks and Blood trails becomes more viable.
When near an elevated surface, like a wall or obstacles, stand by it and press the activate ability button to climb on top and perch over it. While perched on top of it for 2 seconds you can pounce on nearby survivors. Survivors will lose a health state when you successfully pounce on them. Missing a pounce will stun you for and decrease the time of Beast Mode for 4 seconds.
When below an elevated surface with an opening press the activate ability button to jump up to area.
The Fate.
Movement Speed: 115% 4.6 m/s
Terror Radius: 32 Meters
Height: Average
Killer Power: link
The Fate has the ability to weave people and objects destiny together and manipulate it to their will.
After 15 seconds you can activate Link.
When looking at a generator press and hold the activate ability for 3 seconds to start a link. You can link said generator to a max of 2 other generators. You can see if the generators are linked by a red thread connecting them.
Any generator state effect on one of the linked generators will apply the same effect to the others. The generators link is cut when it's fully repaired.
Press the activate ability button when looking at a survivor for a full 6 seconds to establish a link on them. While linking survivors you move slower. Survivors will be notified of being linked by a noise notifications.
When you successfully link a max of 2 survivors together they will see each others aura. If one of the linked survivors loses a heath state the second linked survivors will suffer from a deep wound. The link is cut when you injure the survivors.
When a generator or survivor link is cut you cannot link for 10 seconds.
How are these killer ideas. I don't have addon ideas.
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A Killer with vegetal power
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Alright well heres mine I guess
Killer,
Mr bubbles
Title: The Big Daddy
Weapon Drill
Movement Speed 115% speed
Power, Adam due to your genetic modifications you have an array of plasmids at your disposal
Special Ability Power Swap, Hold the ability button to switch your plasmid set from combat mode to trap mode or vice versa (takes 2 seconds but movement speed is decreased), powers in the inactive mode cooldown at half speed (from 30 seconds to 60 second cooldowns but they are cumulative cooldowns)
Combat mode plasmids: Using a combat mode plasmid incurs a 30 second cooldown on both combat mode plasmids
Charge, charge for 2 seconds (at 90% speed) before rushing forward for 4 seconds at 150% speed (full range of motion), hitting a survivor ends the attack and puts them into the dying state, if you break a pallet you go through it but your attack no longer puts survivors into the dying state but deep wounds them instead, when this attack ends you have a 3 second unmoving cooldown
Winters Blast, charge for 2 seconds before releasing a 3 second long cone of frost with 8 meters of range, hitting a survivor for 0-1 second slows them 5%, 1-2.5 seconds slows them by 15%, and above 2.5 seconds freezes them in place, all effects last 4 seconds after you were last affected by winters blast
Trap mode plasmids: Using a combat mode plasmid incurs a 30 second cooldown on both trap mode plasmids
Possession, charge for 2 seconds and throw a trap that takes 3 seconds to arm, If a survivor enters within 3 meters of this trap they will be forced to walk directly at you for 10 seconds (at 2.0m/s speed)(uses zombie pathing) or until they are damaged or another survivor is nearby to make them out of it (only activates on a running or walking survivor) (can be disarmed with a flashlight) (traps cannot be placed within 8 meters of hook or in basement)
Murder of crows, charge for 2 seconds and throw a trap that takes 3 seconds to arm, If a survivor runs or walks into a 3 meter range of this trap they will be injured and attacked by crows becoming incapacitated until they shoo the crows away 8 second interaction (standing still but cumulative), if they run within 8 meters of another survivor while being attacked by crows the other survivor becomes affected with the deep wound status effect, can be disarmed by crouching up to it and stepping on the nest, (traps cannot be placed within 8 meters of hook or in basement)
Addons
Brown: Empty EVE Hypo - Increases cooldown of inactive plasmids by 20% (so up to 60% cooldown rate from 50%) stacks
Brown: Little sister drawing - Slightly lowers all active plasmid cooldowns (2 seconds)
Brown: Broken Crows egg - Slightly increases range of crows affecting teammates +4 meters
Brown: Downed Vigor - Slightly increases range of possession trap +2 meters
Yellow: EVE Hypo - Increases cooldown of inactive plasmids by 30% (so up to 65% cooldown rate from 50%) stacks
Yellow: Ice cube - Winters Blast duration increases by 0.2 seconds
Yellow: Bird Seed - Increases murder of crows trap range by +2 meters
Yellow: Murder of crows vigor upgrade - Murder of crows no longer deals damage but instead you can drop on top of a survivor affected by murder of crows (teleport to them from anywhere in only 2 seconds)
Yellow: Possession vigor upgrade - Possessed survivors now move faster increases the movement speed of possessed survivors by 50% (or up to 3.0m/s
Green: Block of ice - Winters Blast duration increases by 0.3 seconds
Green: Little sister picture - Moderately lowers all active plasmid cooldowns (3 seconds)
Green: Genetic drifting upgrade - Tremendously lowers all plasmid cooldowns (10 seconds does not stack with other active cooldowns) whenever you use a plasmid switch between modes, you are unable to switch between modes manually
Green: Variety Upgrade, Slightly lowers all plasmid cooldowns by 2 seconds for each time you use all plasmids at least once in any order, up to 6 seconds
Green: Drill polish - Increases charge movement speed by 20% (additive) but increases charge time by 0.5 seconds
Purple: Gene Bank - using the same plasmid lowers its cooldown by 2 seconds each use (up to 8 seconds) only tracks 1 plasmid from 1 side, resets upon using a different plasmid
Purple: Possession latent upgrade - survivors affected by possession no longer instantly feel its affects instead the effects remain dormant until they work on a gen, begin opening a chest, or start cleansing a totem
Purple: Drill Fuel - Increases Charge movement speed by 30% (additive) but increases charge time by 0.5 seconds
Purple: Foghorn - Using Charge now deafens all survivors for 12 seconds after the effect ends
Red: Permafrost - Survivors frozen by winters blast stay frozen for 20 seconds or until freed by a teammate or are attacked, if a survivor stays frozen the whole duration they take damage when they are released can put a survivor in the dying state
Red: Crows Egg - Survivors who trigger the murder of crows trap are not indicated they triggered the trap or are affected by it until they enter within the range of another survivor (8 meters or 12 meters with addons) in which case the trap becomes active and applies effects accordingly
Perks:
Heavy Pressure, you are no longer stunned by pallets but instead stun lowers your movement speed to 40/45/50% for the stuns duration
Feat of strength, you can break pallets with a basic attack, doing so puts you into a 3 second long attack cooldown (cannot be decreased with perks but you still move while cooling down) this effect can only happen once every 30/25/20 seconds
Waterlogged, When you kick a generator that generator keeps regressing for 20 seconds even while being worked on, Waterlogged has a 100/90/80 second cooldown
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Chapter: Corruption of the Hopeful
The Abomination
100% Movement Speed
Tall Figure
16 Meter Terror Radius, No Lullaby.
Lore: "A previous Survivor molded into a beast by The Entity, the emotions it creates as it kills for salvation far exceeds the emotion its repugnant form induces in its targets. It unwillingly serves The Entity in the vain hope that it'll be freed from its wretched mass and return to normalcy, a feeling which The Entity exploits for its own benefit."
Appearance: A human coated in pulsating blisters and pustules, it moves by hobbling on one of its legs, as the other is too swollen to maneuver correctly. Its face is human, and completely unaltered, but constantly expressing sorrow or pain (Spirit-style facial rig). Its breathing is shallow, and when it interacts with survivors it apologizes (Mori, Hitting, Hooking) and when it loses a survivor it gets angry and yells "No" or "Dammit" or whatever. (Missing an attack, losing a survivor during a chase, watching someone escape)
Power: Vile Mutations
The Abomination's form slowly alters as the trial continues, fueled further by the fear its alien nature causes. (For Gameplay purposes each Mutation has a graphical change, keep it Cronenberg)
Every time the Abominations hits a survivor, it gains a token. At 0-2 Tokens The Abomination has Devour Hope Built in, At one token it can down survivors in one hit and at three tokens it can kill survivors. This is to prevent the game being held hostage due to lockers.
At Zero Tokens: The Abomination has a passive 20% increase to wiggle time, and a 20% faster window vault. The Abomination resembles a normal survivor, this is changed to reflect whatever cosmetics they're wearing. (If cosmetics are Black Hair, Male with White Shirt and Brown Pants, then survivor resembles that, they use their fist as a weapon.)
1 Token: Gain 8 Meters to your Terror Radius, gain 10% Haste status effect. At One Token The Abomination morphs into a massive body horror behemoth, screaming in pain, which is a global sound.
3-4 Tokens: Gain 8 Meters to your Terror Radius, gain 10% additional Haste, your aura can not be seen by Survivors, you gain a 25% speed bonus to the break action and a 50% passive recovery from being stunned. At 3-4 Tokens, The Abomination mutates further, growing bigger and having their weaponized arm grow mouths that gnaw and bite at nothing.
6-8 Tokens, It gains a 5% Haste bonus and 16 meters to its terror radius, hitting a survivor from healthy to injured causes the deep wound status effect. At 6-8 Tokens The Abomination's stomach opens up into a giant teeth filled mouth, this replaces its arm weapon.
At 12 Tokens you can kill survivors as if you had a Mori, including the prerequisite of having them be on the last hook state. This counts as a sacrifice for gameplay purposes.
Secondary Power: Terror
Survivors are used to something familiar, The Abomination's appearance removes that relief in familiarity and causes panic with its presence
When Survivors make mistakes or are attacked by The Abomination, they are inflicted with tiers of Terror.
Tier 1: Survivors have a 33% chance that a skill check will be replaced with an incredibly hard skill charge (overcharge style), missing the skill check causes no progress loss but pauses the progress bar as if it was. Failing does not cause an explosion or loud noise notification. Succeeding counts as a normal skill check.
Tier 2: Survivors hear a passive auditory terror radius regardless of if they are in terror radius range.
Tier 3: Survivor's animation are replaced with the madness animation, the chance for the skill check is increased to 50%, failing the skill check now reduces progress but does not cause an explosion.
Tier 4: Survivors suffer from fake hexes and status effects, the icons will appear but they have no gameplay purposes and no effect on survivors. Failing a skill check results in a 10% progression loss.
Tier 5: Survivors hear chase music at all times, this has no accompanying visual.
Survivors lose Terror Tiers by succeeding great skill checks, healing teammates, and losing the killer in chases.
Survivors gain terror by failing skill checks, or by being hit by basic attacks.
Moris:
At Zero tokens, The Abomination hops on top of the survivor and beats them to death.
At 1-2 Tokens, The Abomination stomps the survivor's face into the ground
At 3-5 Tokens, The Abomination grabs the survivor by the back of the head and smashes it repeatedly into the ground, before lifting it up to examine it. It then smashes it again and gets up.
At 6+ Tokens, The Mouth opens up, tears the survivor's legs off, and as they crawl away, it tears of their head.
Perks:
The Worms
The Entity has imbedded itself into you, every failure induces pain.
You gain bloodlust 50/75/100% faster during a chase, your lunge distance is increased by 15/20/25% when you gain bloodlust.
"As it carries you to the hook, you will feel the squirming"
Hex: Head on a Swivel.
A Hex rooting in the power of perception, stealing the abilities of survivors like a parasite.
For as long as this Hex is up, Survivors cannot see auras, and scratch marks are more clustered and stay for 3 seconds longer.
When this Hex is destroyed, the Hex icon does not disappear, but does not have an associated effect. This does not disappear even after all totems have been destroyed.
Hex: Eyes on You
Paranoia spreads like flies as second senses backfire.
You start the trial with one obsession, when your terror radius is heard by the obsession, every other survivor hears the terror radius.
When you hook a survivor, the obsession changes to the survivor you hooked. This terror radius acts as a killer's terror radius for gameplay purposes, and affects Perks, but not Killer Power.
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Although I don't know what killer I want this to be Implemented in, it would be cool if we got a killer that moves faster when not being looked at.
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Or how about a killer that moves faster when being looked at.. Slenderman!
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Would like to see something like a grim reaper.
Death penalty - Failing skill check allows killer to teleport to that location
Death hold - When 1 gen is left to complete, the entity blocks 1 of the 3 gens at random for X amount of seconds
Hex: Death bound - Obsession gains a 3% bonus to repair/heal speeds, all other survivors lose 3% repair/heal speed
Something like that lol
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Honestly? I have no clue. This question has been asked on the forums before but nothing was really made out of it.
Either way, I think it's an amazing idea since survivors are constantly looking behind them during chase.
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Looking it up, apparently he's copyrighted by Mythology Entertainment. So there's that.
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@Karao_Ke Ya and the great thing is is that in my opinion, the perfect killer power has to be:
Original, which it is.
Unique, which it also is.
And finally having to tie into the character's lore, which this does as well.
I think that Slender Man would fit all of these Bill's, if done right of course.
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Yeah.. with BHVR's history.. they'd either slaughter him or make him amazing. No in-between.
With that being said, I wonder what his soundtrack would be..
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Holy sh*t that sounds amazing. Ugh, now I'm all excited for nothing lol
Maybe one day he'll arrive to the Entity's Realm, because until then all we can do is dream.
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The Groundskeeper / The Caretaker
Myles a proud 57 year old man and a retired trained Falconer, regularly visited his late wife's grave weekly, often bringing flowers and keeping the gravestone neat and dirt free. Having being recently diagnosed with incurable cancer and living on borrowed time, he longed to be with his wife again, in fact he embraced the thought of it. One day upon returning from a long session spent at the local hospital from discussing 'Potential options' to trial against his cancer with doctor's, he decided to visit his wife again, flowers in hand. Everything seemed as it normally was on his normal route to take to his wife's grave, several minutes in and he closes in on the direction of his wife's grave, Myles notices several disturbed flowerbeds and fresh muddy footprints several yards leading away from the graves in proximity, Myles breaks into a fast paced brisk movement, seconds later, he drops the bouquet of flowers and falls to his knees, crushing the bouquet under his weight. The grave had hastily been dug up, forced open by tools and ransacked by hand. Myles' wife jewelry had been taken, not just any jewelry, it was the ring's and necklace that once belonged to their 17 year old child who had tragically died while on a school skiing trip, Helen, Myles wife, Was a renowned fashion designer,having many of her creations being worn by popular celebrities at events. Helen, often seen wearing her daughter's jewelry on TV while alive, (which had been reforged with diamonds placed in). Myles Infuriated and fighting back tears, vowed to hunt down those responsible by any means necessary, he had nothing to lose now and would willingly bear any consequence, He grasped the nearby propped up shovel leaning on a nearby gravestone and gripped it tightly. Said one last goodbye to his deceased wife and turned away into the darkness that was the entity.
Ability
- Falconer's Will.
Myles, having worked and trained with most forms of birds of prey, instructs a Raven to rend the target's flesh, injuring them and applying mangled. 12m range, AOE targeted line similar to Pyramid head's ranged attack width. 12 second cooldown.
Bird's eye view
Toggle to gain a bird's eye view of the map (Think Senu in assassin creed), similar to doctor's static blast radius. Any survivor near a crow will be highlighted by an aura, Press the active ability and this crow will hover around that survivor's head for 7 seconds. Immediately exit bird's eye view and gain increased movement speed for 10/15 seconds.
Grave Error
Scattered around the map are 4 gravestones, all connected via tunnel system, The groundskeeper can interact with these gravestones while in proximity to begin travelling to another gravestone further away. Survivor's can destroy a gravestone with a toolbox, one purple quality or multiple lesser quality toolboxes to completely destroy it. These gravestones are highlighted yellow for the killer.
Perks:
Murder of Crows - Disturbing a crow with any rushed movement places exposed on the target for 20-30 seconds.
Planned Funeral - Obsession perk, While your obsession is hooked, all survivor's are incapacitated for up to 10 seconds, gain undetectable for 60 seconds.
Avian Guardian - When you kick a generator, instantly regress it by 8%, places a crow in the vicinity. If a survivor interacts with the kicked gen, the crow will squawk, startling the survivor, causing a gen explosion , resulting in an extra 10% instant regression. 35 second cooldown.
Was thinking something along the lines of this, design wise (Concept art from the Witcher 3 game i believe) but with a sharpened shovel instead, and a Raven/Crow on the shoulder, for an indicator of when he has his ability for the survivor.
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Please no....
I have a friend who... let's just say enjoy werewolves...
I'll never hear the end of it
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New killer
Character: The Scarecrow
Height: 1'80 m
Speed: 4.5 m / s
It was a normal day in the Buster house, until one night they began to hear strange things coming from the garden, when the scarecrow appeared, and neither were the crows, because they were always the same, the Scarecrow came to life and entered the house, one by one the 3 members of the family fell, their eyes were caught eaten by the flock, but a girl managed to escape, the entity gave the Scarecrow an opportunity to take revenge on the girl and on humanity, motivated by anger and hunger the scarecrow went into the fog
His abilities: Herd, Animal Instinct and Mother Earth allow him to locate survivors very easily.
Skill: Ravens
Launch a flock of crows in a straight line hitting any survivor that reaches, if it collides with an obstacle the birds will dissipate, if not they will return to you, this ability can be used as long as you like until the load is empty, in that in case the birds dissipate
Skill: Collective Mind
Being one of the flock, the crows allow you to use their eyes, use this ability to call a crow that will be your eyes in the sky at a circular distance of 50 m for 5 seconds, marking the survivors at 20 m, during this time The Scarecrow will remain immobile and undetectable, this ability can only be charged using Ravens or Herd
Passive: Herd
Being the alpha bird, you surround yourself with crows hitting any survivor who is 0.5 m from you, this ability is deactivated when using Collective Mind
For each high noise or hit that the flock makes will dissipate, press the ability to call them again
Perks:
Herd: The connection of the birds helps you, prevents the birds from making noise when you see you and will point you in the direction of a survivor
Animal Instinct: When a crow sees a survivor it will scream warning the killer, it can only be activated every 30 seconds
Mother Earth: By spending your life living in an orchard, you have had a lot of time to see and learn, the traces and marks of blood are 5% more visible
Objects:
Resistance: Increases the resistance and courage of the birds preventing them from dissipating so easily
Black Wings: Using the Collective Mind ability allows the raven to see marks and traces of blood but increases the difficulty of charging
Memento mori:
Push the survivor to the ground, call a bird to get into the survivor's mouth and out of the stomach, then the flock will devour the survivor
Map: The Orchard (an orchard with a barn and a cabin and lots of scarecrows hooked on the ground just like the killer)
Name: Lynn Buster
After having lived a nightmare in her house, Lynn promised that no one else would be a victim of her Scarecrow, always ready to help, this young woman is not afraid of anything
Her Cold Blood, Sightless, and Dash abilities allow her to be undetectable and run faster.
Perks:
Jacket: you have been living surrounded by land, it allows you to throw a stone at the killer, if you get it right, it's stunned, this ability is only recharged by releasing and stunning the killer with paddles
Without sight: In order to hide from the monster you had to learn to hide with the naked eye, considerably reduce your presence when you are crouching but you make noise when you get into the lockers even if you do not run
Race: You had to run a lot to escape the crows, increase your speed by 5% when you are running but your marks are seen 5% longer
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A minigame killer. Enough said: https://forum.deadbydaylight.com/en/discussion/254285/new-killer-idea-the-dreamcatcher-a-mind-hunting-killer#latest
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This killer. I came up with the concept back in 2019.
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What legion should have been. A killer that can disguise as one of the survivors to sneak up and attack survivors.
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A chapter for The Thing the first shapeshifter killer
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CARRIE. We need more female killers. She'd have burning abilities and telepathic attacks on survivors. Thoughts?
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