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Left 4 Dead Killer Concept: The Horde
The Horde (L4D Licensed Paragraph)
Power:
Main ability: Hive Mind
6 Special Units are spawned around the trial.
The Smoker, The Boomer, The Spitter, The Witch, The Tank, and The Charger.You will start as one of them at random.
Pressing the Active Ability Button will show you the aura of all units. Pressing the Secondary action button while looking at one arua will move your perspective to that unit and allow you to control them, the one you left becoming inactive. Inactive Units do not lose Collision.
On shift each Unit will make a Noise to signal to the survivors
Using this method you cannot switch again for 60 seconds.
Each unit has different abilities and restrictions.
The Smoker:
Pressing the Secondary action button will start a charge. When the charge is complete The Smoker will shoot out its tongue. Any survivor hit by the tongue will be restrained and pulled toward The Smoker. Attacking the survivor will release them from the tongue. Hitting a survivor being pulled in will inflict the Deep Wound status effect. If the survivor is in the injured state the attack will down them instead.
The Smoker cannot break pallets and breakable walls
The Smoker will play its Bacteria (Stringed version) when controlled
The Boomer:
The Boomer is a volatile being, and has been messed with by the Entity to create a fairness in how it plays within the trials. When The Boomer is stunned by a pallet or by a locker it will explode, break the pallet and cover the survivor in Zombie Bile. Bile inflicts the exposed status effect for 80 seconds and reveals the survivor’s location to the killer with Killer Instinct for 80 seconds.
When the Boomer explodes The mind is moved to the last unit it was placed in. And The Boomer will respawn in some time. Changing like this will not allow you to change again for 20 seconds.
The Boomer cannot Vault Windows or Pick up dying survivors due to its large size. The Boomer moves slower than almost all other units.
The Boomer will play its Bacteria (Stringed version) when controlled
The Spitter:
The Spitter can utilize the Zombie Bile in a ranged way. Pressing the Secondary Action button will have The Spitter fire a glob of Zombie Bile forwards. This glob flies over pallets and small walls and inflicts the exposed status effect for 25 seconds and reveals the survivor’s location with Killer Instinct for 25 seconds. This ability cannot be used again for 30 seconds after being used.
The Spitter cannot break Generators as the sparks ignite the Bile pouring out her mouth.
The Spitter will play its Bacteria (Stringed version) when controlled
The Witch:
The Witch is a shy creature, and is acutely aware of her surroundings. All Survivors within 10 meters of the witch have their location revealed with Killer Instinct for as long as they are within range. If the Witch sees a survivor with direct line of sight, Pressing the Secondary action button will have her leap forwards and chase the survivor at high speed until they are put into the dying state. If the Leap hits the survivor is instantly put into the dying state. If blinded by any means The Witch will see the auras of any survivors within 16 meters for 8 seconds.
The Witch cannot end chases with Survivors by breaking Pallets or Breakable walls.
The Witch Vaults over Pallets and Windows automatically when in pursuit.
The Witch is blinded easier.
The Witch cannot see Scratch marks
The Witch will play the first 3 seconds of its theme when controlled
The Tank:
The Tank is the biggest and slowest mass. The Tank cannot be stopped and gets very angry when tested. After being stunned by any means The Tank will flail its arms around itself, breaking any object within reach, and inflicting the Deep Wound status effect on any survivor in reach. After exiting this tantrum state The Tank gains a moderate haste effect and sees the aura of the survivor that stunned it.
The Tank breaks objects faster than other units.
The Tank is the Slowest Unit in the match.
The Tank cannot View Auras of Generators.
The Tank will play the first 3 seconds of its theme when controlled
The Charger:
The Charger has one hulking arm and rushes all living flesh it can see. Pressing the Secondary action button will have The Charger move forward at high speed. Any survivor in The Charger’s way is trampled and placed one health state lower. The Charger does not stop until it hits a wall.
The Charger cannot interact with Lockers as it’s right arm is too large.
The Charger will play its Bacteria when controlled
Special ability: Activated Mind
Upon the activation of a generator one random Inactive Unit turns into an active unit moving around the trial.
Each Unit can be stunned by using a pallet, locker, flashlight, flash bang or firecracker.
Each unit has a different ability within this state.
The Smoker:
The Smoker will move around the map very slowly and aim its tongue at any loud noise notification. It will shoot its tongue out every 50 seconds if it is not controlled. If the tongue hits a survivor they will scream and be pulled towards The Smoker. In this state the tongue will never put a survivor into the dying state and only inflict the Deep Wounds status effect.
The Boomer:
The Boomer will move around the map very slowly attempting to get close to any pallet or locker. The Boomer, if stunned, explodes, breaks the pallet and covers the survivor in Bile. Bile inflicts the exposed status effect for 40 seconds and reveals the survivor’s location to the killer with Killer Instinct for 40 seconds.
The Spitter:
The Spitter will move around the map very slowly attempting to get close to any generator with any amount of completion. If it spots a survivor it will fire one glob of Bile towards them. If this Bile hits the survivor they will scream and become exposed for 15 seconds and have their location revealed by Killer Instinct for 15 seconds.
The Witch:
The Witch wil sit in place and start wailing. Any survivor within 12 meters of her will have their location revealed by Killer Instinct until they leave this range. Attempting to Flashlight blind her in this state will result in a swift attack injuring any survivor attempting it.
The Tank:
The Tank will wander the map slowly and chase down any survivor it sees. If it comes across an undamaged generator it will break it. If The Tank attacks towards a survivor but hits another Active Unit aside from The Charger it will stun them for 5 seconds. The Boomer will explode if hit. Stunning The Tank in this state will cause it to enter a tantrum for a short time and then chase the survivor that stunned it at an increased pace.
The Charger:
The Charger will rush towards the farthest Generator by moving in as few straight lines as possible. Once it reaches that point it will rush towards the next target. Any survivor in its way will be trampled and injured. If The Charger hits an injured survivor in this state they will be inflicted with the Deep Wounds status effect.
Special ability: Endgame Rush
When the exit gates are opened or the hatch is closed all current Units are removed from the Trial and replaced with two separate Units. The Jockey, and The Hunter. You control The Hunter by default. Each unit has separate abilities and are always active. Switching between the two can be done by pressing the Alternate Action Button and can only be done every 20 seconds
When being controlled:
The Hunter:
The Hunter is an average sized creature only distinguished from humans by the animalistic sounds it makes. You move at high speed around the map. Pressing the Secondary action button will cause The Hunter to Leap forwards. If The Hunter hits a wall with a leap you can press the Secondary action button again in a short time span to jump off the wall in a new direction. Hitting a survivor with this leap will instantly put them in the dying state.
The Hunter vaults Windows and Pallets much faster.
The Hunter can crouch before leaping increasing the distance it leaps.
The Hunter cannot perform basic attacks.
The Jockey:
The Jockey is a hunchback beast. Pressing the Secondary action button will make The Jockey jump forwards. If The Jockey hits a Survivor both players lose control of themselves and The Jockey moves the hit survivor away from the nearest door. Both players regain control after 1 second as the Entity intervenes, stunning both players for 3 seconds. If The Jockey hits a wall when jumping it will be stunned for 3 seconds. If the Jockey hits a Pallet or Breakable Wall it will break the object.
The Jockey cannot vault.
The Jockey’s power will be disabled after landing 4 times.
When not being controlled:
The Hunter:
The Hunter will leap and bound moving at a fast pace towards the nearest exit gate from where it was. After making it to the exit gate, The Hunter will patrol the 3 nearest Tiles at a moderate pace growling and letting off sound cues if it spots a survivor before dashing towards them. The Hunter will attack and inflict the dying state on survivors that get too close to it.
The Jockey:
The Jockey will move around the map at a moderate speed moving towards the closest exit gate to its spawn point. If it spots a survivor it will latch onto them inflicting the incapacitated status effect and reducing their speed. The Jockey can only be removed from the survivor by another Survivor. The Grappled Survivor cannot leave the Trial.
Perks:
Hunger of Many:
If more than 2 injured survivors are within your Terror Radius the Auras of injured survivors within 16/20/24 meters are revealed for 6/7/8 seconds.
Hunger of Many has a cooldown of 30 seconds
Desperate Pursuit:
This perk starts with 1/2/3 tokens. For each escaped survivor, lose 1 token, and gain 2% haste status effect for the remainder of the trial.
Hex: Corral:
Once the exit gates are open, one Dull Totem becomes a Hex Totem and Hex: Corral activates
When a survivor is put into the injured state by any means, gain a token. After gaining 3 tokens the next survivor hit is put into the dying state and you lose all tokens.
While Hex:Corral is active gain a cool down reduction on missed attacks of 30/40/50 %
While Hex:Corral is active gain a cool down reduction on hit attacks of 20/25/30 %
This perk remains active until the associated Hex Totem is cleansed.
Add Ons:
Brown:
Smoker’s Tongue Barbs
Moderately increases chance to spawn in as The Smoker
Moderately increases the chance of The Smoker becoming active
Boomer Guts
Moderately increases chance to spawn in as The Boomer
Moderately increases the chance of The Boomer becoming active
Lower Jaw Coated in Bile
Moderately increases chance to spawn in as The Spitter
Moderately increases the chance of The Spitter becoming active
Witch’s Nails
Moderately increases chance to spawn in as The Witch
Moderately increases the chance of The Witch becoming active
Tank’s Callous
Moderately increases chance to spawn in as The Tank
Moderately increases the chance of The Tank becoming active
Charger’s Weak Arm
Moderately increases chance to spawn in as The Charger
Moderately increases the chance of The Charger becoming active
Yellow:
Bile Boils
The Bile effect of The Boomer and The Spitter last Moderately Longer
Rotten Stomach
The auras of injured survivors within 16 meters of you are shown for 6 seconds.
This effect activates every 50 seconds
Witch’s Vocal Chords
Moderately increases the wailing range of The Witch in her active state.
Green:
Smoker’ Left Lung
Moderately increases charge speed of The Smoker’s tongue shot
Inflamed Bile Boils
The Bile effect of The Boomer and The Spitter last Tremendously Longer
Witch’s Wedding Dress
Considerably increases direct visual range of The Witch while in her controlled state
Charger’s Heavy Duty Overalls
Moderately decreases stun duration of The Charger when hitting walls
Purple:
Jockey’s Spine
When the Exit Gates are opened or The Hatch is closed, respawn as The Jockey, instead of The Hunter.
The Charger’s Strong Arm
When The Charger charges for more than 2 seconds any survivor Trampled will be inflicted with the dying state. The Charger is not affected while not controlled.
Tank’s Collarbone
Increases base speed of The Tank to 4.2 m/s.
The Tank will move at 1 m/s when not controlled.
The Tank’s Tantrum lasts Moderately longer.
The Tank’s haste effect after leaving a tantrum is considerably smaller.
Hunter’s Hoodie
The Hunter can now perform basic attacks.
The Hunter cannot inflict the Dying state on survivors with his power.
Bloody Talons
Considerably increases timing window for extra leaps on The Hunter
Iridescent:
Iridescent Pile of Limbs
Active Units will now prioritize injured survivors.
Active Units will gain a Tremendous speed increase when a generator is completed for 4 seconds
Iridescent Vile of Boomer Bile
The Boomer does not spawn in the trial
If a survivor is damaged in any way they will have their location shown with Killer Instinct for 20 seconds
Aesthetic pieces:
- The Killer is represented by one of the Common Zombies in the Lobby
- The Boomer sometimes spawns as a female variant called The Boomette
- Each Playable Zombie has its own Mori animation
- All Zombies attack with their hands
- (Should it ever happen) Cosmetic Items will be themed outfits, i.e. Construction, Civilian
- Legendary Cosmetics for the Zombies showing their L4D 1 designs will be available with the Release
- Inactive Zombies will Glow like the entity’s smoke or have the entity physically holding them in place
- Zombies in their inactive state will idle with unique animations
- Smoker will lick itself, and then cough up a lung
- Boomer with heave then bounce back up
- Spitter will shift forwards accidentally puking Bile
- Witch will rock in place silently
- Tank will pad the ground with its hands
- Charger will punch the ground like a bull
- Each Zombie’s Terror radius will be remixes of the songs that play if a Survivor is pinned by them (Smoker, Hunter, Jockey, and Charger), under the effect of their abilities (Boomer, and Spitter), or their theme (Tank and Witch)
For a Closer Look at things like Stats and specifics of the abilities please refer to this Document. I have also included a lot of personal thoughts about the power, Sources for some of the Ideas, and Cut content. Currently I am working on the Stats for each Unit's power while being controlled but have finished most everything that I could.
This killer Received a quick aesthetic rework shortly after I had learned of the Bacteria and Danger themes for each Zombie.
The Horde generally is designed to work as a team of abilities but also be strong enough on their own. Each unit getting a restriction to what actions they can perform emphasizes the teamwork aspect of the killer and will generally force players to interact with at least 3 if not 4 of the Units in any one match. The majority of their powers are rebrands and small edits on the powers of other killers. (Smoker and Deathslinger, Tank and Leatherface, Jockey and Victor, and Charger and Hillbilly) So, YES, I am aware of the redundancy of putting a few of them in the game.
Thank you for your time. All reasonable criticism is accepted.
Comments
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Wow this is awesome. It's a balancing nightmare of course with so many things going on but i think you've done a really good job to make it fair, especially how all killer's are good at things but then can't do other things, a lot like playing the twins but on steroids. My favourite part is how you've incorporated all of the L4D infected with all their abilities too. I was thinking of doing a L4D killer but was only thinking of one, i.e. the tank, witch or boomer.
Only one question though - Does the boomer also use his vomit via right click? or is his only ability to explode? if that's the case no one would stun the boomer and he'd be useless.
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Ah... yeah... he doesn't really do much.... The best I can say is like in actual L4D The boomer is better used as an obstacle more than an actual threat. he's used to separate people and then have the rest of the horde take take of the weakened people. For each Zombie I took their general descriptions of teamwork from the Wiki and made that the defining trait in how you could make use of it.
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The Short answer: No he can't.
Long answer: I designed this killer to work as a full unit and frankly The Boomer is the Weakest Zombie, but just as a threat it is much more useful. the ability to use many Zombies at once in a chase is what makes him at least slightly more manageable to be this weak. as an example: what would a survivor do if there was The Boomer on one side of a tile and another of the Units close by. because the Killer is designed to be many at once, all of them have strengths in different places. The Boomer just so happens to have a power that functions as a threat when in a chase and you just arrive on him. Sure you can play around each unit individually but what happens if a survivor is alone and surrounded.
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Ooh, long concept. Nice to see someone who puts love and effort into their concepts, this will be fun :D
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Has anyone noticed that Victor is basically the same as Jockey? They even sound the same, it's weird.
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That and Smoker being like Deathslinger
1 -
Why didn't I just use the music cues for each Zombie for their on control sound?
I DON'T KNOW! I didn't know those existed when I made this. It might, probably not though, come as a small surprise that I've never even played L4D. What I did in the making of this killer was use the wiki and cross referenced everything so often that I'm sick of looking their shapes.
(Made before Aesthetic change)
Post edited by pimin on0 -
I've done a Major Rework of this killer and provided it on a different post.
The Horde (Left 4 Dead Licensed Paragraph Killer) Rework — Dead By Daylight
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