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Killer Concept: The Siren
The Siren
Speed: 4.4 m/s
Terror Radius: 28 m
Height: Average
Power: Call of the Sea
Through The Siren's affinity to the water below she has been granted the power to manipulate water to her will.
Special Attack: Geyser
Press and hold the Power Button to manifest a spring up to 18 m away. Upon activation a small geyser erupts damaging all nearby survivors.
Special Ability: Water Form
Press and hold the activate ability button to channel a dash, obscuring your hearing and vision.
Upon activation The Siren propels herself forwards in a straight line.
Perks
Quagmire
Your time hunting your prey in the swamps have made it easier to hear those who try and evade you.
You hear survivors’ footsteps 50/75/100% louder.
Encumbrance
You see those who try to help others as a burden and treat them thusly.
When a survivor rescues from the hook that survivor suffers from the incapacitated status effect for 15/20/25 seconds.
Hex: A Siren’s Call
A hex rooting its power in your charm.
At the start of the trial all remaining dull totems become hex totems.
All hex totem auras are revealed to survivors for 7/5/3 seconds at the beginning of the trial.
Whenever a survivor cleanses a hex totem all survivors get a 1% bonus to repair speed.
Whenever a survivor cleanses a hex totem the killer gains a stackable 1% haste.
Power information
The channelling of The Siren’s "Geyser" creates a bubbling model (referred to as spring) that travels across the floor (similar to plaid flannel). This can be seen by both the killer and survivors allowing for reaction. The area of the effect would have to be somewhat larger (approx. 2m diameter) to allow for people to be able to hit the attack.
The spring (for "Geyser") can travel through solid objects but cannot ‘hop’ between floors.
During the channel, The Siren’s movement is decreased to 3 m/s there also needs to be some limitation on camera movement (especially on the x-axis) to maintain counter play from the survivors and prevent insane flicks with her ability.
During the channelling of Water Form, The Siren’s vision becomes obscured by water and the audio becomes muffled by the babbling water surrounding her. (This means that although she can travel far there is a partial trade-off of information).
The Siren cannot attack whilst channelling of activating Water Form. There is also a moderate cooldown to minimise the use of this ability in chase.
There also needs to be a recharge time of at least 15-20 seconds to again minimise this being used in chase or in conjunction with her special attack.
P.S. This is all just for a bit of fun and theory crafting on my end but would love any thoughts that people may have.