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Killer Concept - The Beastmaster
The Beastmaster
Power - has 2 hellhounds on leashes and can leave them tied up places as guard dogs. Survivors can find raw meat to distract the dogs, it distracts the dog for a good while and they can untie the dog's leash and let him loose. This is dangerous as the dog will run towards the killer causing multiple notifications for the killer as the dog barks. But if it detects a survivor or raw meat it will get distracted by that. the dog cannot be placed too close to objectives for obvious reasons.
the dogs tracking range starts at 8 meters and can be increased through add ons. The dog can only attack up to 6 meters at most from its leash point (can increase with add-ons). Dogs are also very loud and cant track through walls. it is very blatant when the dog goes to lay down and when it is on guard. keep your ears open!
it takes 4 seconds to untie the leash, and the dog is distracted by raw meat for 8 seconds.
at random during a 30 second period, the dog will lay down (I.E. a dog could lay down at 25 seconds during one 30 second period and then in the next 30 second period could lay down at the first second), this allows the survivors to place raw meat to distract the dog and untie it or slip past. the dog lays down for a 4 second period.
M2 attack - this only works if the beastmaster is holding a hellhound. While holding onto a hellhound m2 will make the hellhound charge forward and attack, if the attack downs the survivor the dog will carry them back to the beastmaster, but if it misses or doesn't down there is a lengthy recovery animation (slightly longer for a miss). This attack has light tracking making it better in the open and has a range of 4 meters.
Add-ons: leashed dogs have a longer leash allowing them to patrol larger areas.
Leashed dogs move faster.
Tracking of m2 improved
lunging speed of M2 improved
An iridescent add-on that makes the hellhounds into one 3 headed hellhound.
Perks
Muzzle: when you hit a survivor with a non-lunge basic attack or grab them off an objective you muffle them for 4/5/6 seconds. The muffling means there will be no notification whatsoever that they have been hit until the 4/5/6 seconds are up. 60-second cooldown.
Barking Up the Wrong Tree: every 60/45/30 seconds a random generator that is not being worked on becomes highlighted. There are only 10 seconds before the first activation of the perk.
Kennel: when you approach a locker, you can have the entity block it instead of checking it. the locker gets blocked for 3/4/5 seconds, this perk has a 45-second cooldown between uses.
I don't know what would be balanced numbers for these abilities so I just put in what sounded right
I've only recently gotten into Dead By Daylight but have had a blast. I felt really inspired today, so I wanted to share my idea.