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What if the Pyro from TF2 was in Dead by Daylight?

Yung_Slug
Yung_Slug Member Posts: 2,238
edited August 2021 in Creations

Greetings fellow gamers, I am back with another Team Fortress 2 character concept for Dead by Daylight. Today I will be working with the Pyro.


Killer Concept - The Pyro

Now the Pyro's name is completely unknown. But thankfully, as a killer we only really need a title. This is probably the easiest Killer concept that can be done with a TF2 character, so I guess I'm saving the tough ones for later. Anyway, let's get started.


Height: Tall

I think it's about time we add more sizes than "Average" and "Tall" because there's too much height variation in those categories. I would put Pyro on the low end of "Tall" so not too big but still big enough to be intimidating.


Speed: 4.6 m/s

This is the Pyro's default movement speed, 115%. This speed will change when using the power, which will be elaborated below.


Terror Radius: 32 m

Stealth is not a concern for Pyro. If the Pyro is coming, you'll know it.


Weapon: Fire Axe

The Pyro's melee weapon is, by default, the Fire Axe. One fun part of the idea of a TF2/DBD crossover is that TF2 has plenty of cosmetics and weapon unlocks already that DBD can carry over. I personally like the idea of beating Survivors to death with a Postal Pummeler. Mechanically, however, this melee weapon would be most similar to the Powerjack, due to the effects of the Killer's power below.


Power: The Phlogistinator

Pyro has several flamethrowers in TF2. Most can airblast, and while it would be funny to trap survivors in a corner or handy to blow them away from an optimal position, mechanically this would be challenging to implement. The lack of airblast combined with BHVR's love for power meters makes the Phlog a clear choice for the flamethrower for Pyro to use in the Fog.

Hold M2 to switch from the Fire Axe to the Phlogistinator. Releasing M2 will switch back to the Fire Axe. In both cases, there will be a switching animation during which the Pyro cannot attack. While holding the Phlog, the Pyro's movement speed is reduced to 4.2 m/s, or 105%, and you can hold M1 to fire the weapon. Flames will spew out similar to the Plague's purge, but with a limited range and no gravity.

Similarly to the Trickster, survivors will have a meter which represents have much fire they can take before they lose a health state. Survivors hit by the flames will have their meter reduced immediately, and will also be ignited for some time, taking small amounts of fire damage over time. Afterburn duration increases as more flames hit Survivors, but is capped. Ignited survivors will be Incapacitated, but can perform a short (4 second) interaction to put themselves out (does Incapacitated prevent you from unhooking? If so I'll have to change that, please let me know). While performing this interaction, afterburn damage taken is halved, so it can be helpful even if your afterburn duration is less than 4 seconds. Survivors will gain a speed burst if they take enough fire damage to lose a health state, and the Endurance Status Effect will prevent them from being downed by fire damage.

Dealing fire damage to Survivors will also charge the Pyro's power meter, or 'Mmmph' meter. Once the power meter is fully charged, the Pyro can use the Active Ability button to stand in place and perform a war cry for a couple seconds activating 'Mmmph' for 20 seconds:

  • Direct flames deal double damage.
  • Direct flames do not ignite survivors.
  • The Pyro moves at full speed while holding the Phlog.
  • The Pyro is locked into holding the Phlog, and cannot use the Fire Axe.

By the end of these effects, the power meter will be fully depleted.

After not dealing fire damage or hitting a Survivor with the Fire Axe for 40 seconds, the Pyro's power meter will slowly deplete down to 90%. This is to reduce the efficiency of camping with Insidious.


Add-ons:


Common:

Civilian-Grade Fuel:

  • Moderately increases 'Mmmph' meter charge rate from afterburn.

Broken Coil:

  • Direct flames do not ignite Survivors.
  • Gain a 200% bloodpoint bonus when hitting Survivors with direct flames.
  • Direct flames grant moderately more 'Mmmph' meter charge.

Rusted Muzzle:

  • Ignited Survivors are afflicted with the Oblivious Status Effect.

Deflated Balloonicorn:

  • Visit Pyroland.*
  • 50% bloodpoint bonus from afterburn damage.


Uncommon:

Mercenary-Grade Fuel:

  • Moderately increases 'Mmmph' meter charge rate.

Volcano Fragment:

  • Fire Axe ignites Survivors for a moderate duration.

Degreaser Handle:

  • Moderately increases weapon switch speed.
  • Slightly decreases afterburn damage.

Muzzle Extension:

  • Slightly increases the range of the Phlogistinator.

Low-Power Coil:

  • Moderately increases duration of afterburn.
  • Slightly decreases the maximum duration of afterburn.


Rare:

Tactical Boots:

  • Slightly increases movement speed while holding the Phlogistinator while 'Mmmph' is not active (4.4 m/s).

High-Power Coil:

  • Moderately increases damage of direct flames.
  • Moderately decreases duration of afterburn.

Infrared Lenses:

  • The Auras of ignited Survivors are revealed.

"Happy Gas":

  • Ignited Survivors are afflicted with the Exhausted Status Effect.

Narrow Muzzle:

  • Moderately increases the range of the Phlogistinator
  • Slightly decreases damage of direct flames.
  • Slightly decreases duration of afterburn.


Very Rare:

Wide Muzzle:

  • Moderately decreases the range of the Phlogistinator.
  • Moderately increases damage of direct flames.

Elite-Grade Fuel:

  • Moderately increases 'Mmmph' duration.

Broken Manmelter:

  • Moderately increases damage of direct flames while a different Survivor is ignited.

Thermal Thruster:

  • Moderately increases movement speed while 'Mmmph' is active.
  • Removes the damage bonus to direct flames while 'Mmmph' is active.
  • 'Mmmph' can be activated at half charge and expends only half of the maximum charge.
  • 'Mmmph' duration is halved.
  • Considerably increases 'Mmmph' activation speed.


Ultra Rare:

Gas Passer:

  • The Phlogistinator fires a burning gas that lingers for a short duration.
  • Considerably decreases damage of direct flames.
  • Moderately increases the maximum duration of afterburn.
  • Gas ignites survivors while 'Mmmph' is active and deals increased damage.

Dragon War Paint:

  • The Phlogistinator fires high-velocity balls of fire instead of a constant stream.
  • Moderately increases the range of the Phlogistinator.
  • Considerably increases damage of direct flames on ignited Survivors.
  • Considerably decreases damage from afterburn.
  • Moderately decreases duration of afterburn.


The Mori:

Pyro performs a war cry and the game transitions into Pyroland.* The Pyro then fires a stream of bubbles directly onto the survivor's face. Afterwards, the game reverts to normal revealing the Survivor's scorched corpse.


*Pyroland is a visual filter, similar to the Nightmare's Dream World, which makes the game look brighter and more colorful. Flames appear to be bubbles, ignited Survivors sparkle, the Fire Axe looks like a lollipop and the Phlogistinator looks similar to some sort of brass instrument which spews out bubbles. Through use of the add-on, this effect is visible only to the Pyro, but Survivors can also see Pyroland during the Mori animation.


Perks:


Third Degree

Your vicious attacks inflict widespread pain. If you hit a Survivor, who is Healing another injured Survivor or taking a protection hit for another injured Survivor within 6/8/10 meters, with a basic attack, the other Survivor is inflicted with the Deep Wound Status Effect.


Homewrecker

Your terrifying presence shakes the very earth to its core. When a Survivor is put into the Dying State, all dropped pallets and breakable walls within 20 meters of you are instantly broken. Dragon's Fury has a cooldown of 90/75/60 seconds.


Hex: Panic Attack

You have an unsettling effect on the minds of your enemies. Survivors within your Terror Radius are unable to perform Great Skill Checks and suffer a 3/6/9% Repair speed penalty.

When a Generator is completed, if Hex: Panic Attack's Hex Totem is destroyed, a new Hex Totem will replace a Dull Totem.


Closing thoughts

This was certainly a lot more complicated and time-consuming than my previous Survivor concept, though that should be expected. I hope you all enjoyed the read, even if you didn't read all of it (I definitely don't blame you if you didn't).

What are your thoughts on this concept? Would the power suit Dead by Daylight? Would it be balanced? Are the add-ons balanced and/or interesting enough? Are the perks too weak or too strong? Any feedback would be greatly appreciated!