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SOMA Chapter Concept + Map Idea
Never done one of these before (not well at least), so all of this is open to suggestion and criticism, I'm sure there's some glaring issue here that I can't see lol.
Killer: Jin Yoshida
Survivor: Simon Jarrett
Map: Site Tau
Rundown of Power:
Lockers are replaced with WAU Factories, which I will call lockers for convenience's sake. They work the same as normally for survivors and locker-related perks, however Jin Yoshida can enter these factories. Once entered, the auras of all other lockers are revealed. Selecting another locker will allow Jin Yoshida to teleport to it (The actual process could be explained as transferring a scan of Yoshida into a dormant body within a locker). The speed of this would be about the same as Demogorgon's portals, however there would be a longer cooldown. Once teleported, you have the option to exit normally or burst from the locker, spraying structure gel on all survivors and interactable objects within a 12 meter radius. While sprayed, survivors will suffer obscured vision and be hindered for a few seconds after initial gel-ing. Objects sprayed with gel will be affected in various ways, such as windows not allowing fast vaults and generators suffering a short repair speed debuff. The length of object contamination would be short enough to not be a constant detriment during chase, let's say 10-15 seconds maybe. Gelled survivors are able to remove the gel on their own or wait after a length of time for it to come off on its own, 30-60 seconds seems okay considering it isn't a particularly powerful effect. During chase, Jin Yoshida can apply the gelled effect using his face tentacle. This would control the same as Pinhead's chains, but it'd be faster to use and have a smaller range. This won't hinder the survivors, but will work differently. This gel will gradually lower a survivor's health state (only for one, the effect would be removed after a health state is removed or a locker entered) and cannot be removed unless a survivor enters a locker and waits for a short period, 5-10 seconds. If a survivor enters a locker while Jin Yoshida is inside of it, they will be grabbed.
Killer perk rundown (quick note about perk names, i'm very bad at making them):
Delirious Strength
After being stunned by a pallet, your lunge range is increased by 15% until a survivor is hit or the attack misses.
Scourge Hook: Collapse
After hooking a survivor on a scourge hook, generator skillchecks will be replaced with old Ruin skillchecks for 45 seconds. This perk has a cooldown of 60 seconds.
Photophobia
When the killer is blinded, the survivor responsible is hindered for 3 seconds.
Survivor perk rundown:
Technological Connection
Used in the same way as Repressed alliance. Instantly heals the survivor in 10 seconds at the cost of 10% repair progress, with an added 10% for each subsequent use up to %50. After using this, you'll be incapacitated for 30 seconds. Similar concept to the WAU flowers used to heal/save throughout SOMA.
Unending Pressure
After kicking a generator, the killer's terror radius is increased by 8 meters for 30 seconds.
Quick Thinking
When grabbed from a locker, you will be given 5 successive difficult skillchecks before being picked up (think yellow glyph skillchecks + overcharge skillchecks). If completed successfully, the survivor can escape from the locker by rushing past the killer. The killer will not be stunned by this.
Map: Site Tau
Site Tau would be similar to Hawkins in many ways. Small, connecting hallways leading to larger rooms with various obstructions and some verticality. However, this map would introduce interactive features unique to specific maps. For this particular map, one of 2 control rooms can be accessed where specific rooms can be flooded, leaving them unusable until drained. Killers and survivors can use the control panel to do this. Rooms cannot be flooded if there is a survivor/killer inside. If someone is trapped behind a flooded room, the room will immediately begin draining after being flooded. I'm sure there are some issues that could arise from this, which I'd be happy to discuss, but maps having their own unique aspects that actually change gameplay would be incredible imo.