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Original Chapter Concept: That Bad Juju
WARNING: VERY LONG THREAD, SKIP TO BOLDED SECTIONS FOR HEADERS
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CHAPTER CONCEPT: THAT BAD JUJU
Killer: The Baron
Stats: Tall, 32m TR, 4.6m/s
Weapon: Ritual Staff (A staff that carries several rattles, feathers and bones engraved with different vévés for protection and malevolence. It thrums with power in the Baron’s hands.)
Mori: The Baron puts both hands on the top of his staff and laughs as his shadow curls around the Survivor and starts ripping their organs and flesh out (visceral like the Hag) before returning to the Baron, wiping its claws as it assumes a more human form.
Killer Lore/Background:
Carriages rolled across the cobbled street as rain drizzled down and hawkers attempted to sell their merchandise. Some people came to see the sights and were enticed by the charms of New Orleans- the smell of fresh coffee and beignets in the air, the lively music pouring out from different saloons and bars and the thrum of life and excitement that was evident in its citizens. Yet others came for the darker side of what the city had to offer, hearing tales of dark spirits and hauntings as well as the magics that the mambos and houngans peddled in their homes and on the streets. Charles chuckled under his breath and took a deep breath of the Cuban cigar between his fingers, feeling the rich smoke fill his lungs before blowing it out into the damp summer air. If only they knew what real magic was nearby…
He leaned back in his chair and closed his eyes, reminiscing on the life he led. Back in school he was practically a nobody, just a scrawny colored boy who got bullied by bigger kids whenever they were having a bad day. There goes little Charley Jackson, the runt of the neighborhood, lets kick his ass back to Canal! He had put up with a lotta bad beatings, but as they say- good things come to those who wait, so he endured the relentless beatings until an opportunity finally dropped into his lap- or more accurately, his head. A sack of cornmeal fell onto his head as he was walking home, but while the bullies ran away laughing a young woman walked up to him and cleaned him off- a kind soul named Marie. She brought him home, gave him some hot tea and talked to him while they waited for his parents to pick him up. This was when he saw the charms on the walls, the books and icons showing rites and rituals- his first introduction into the world of voodoo.
At his request and her pity, she took him on as an apprentice, teaching him all that she knew of the craft. He found a hidden talent in it, memorizing the spells and texts with ease and replicating them to a near masterful degree. He learned how to see into the tarot cards to divine the future, how to commune with the spirits of the dead to learn of their stories and reunite them with the living, and of the different gods and spirits who provided the power behind their incantations. It was a thrill and addiction, one Charles would incorporate into his everyday life, improving it for the better. Even the bullies stopped messing with him, fearful of the curses or bad gris-gris he could inflict on them. He didn’t know them yet, but they didn’t need to know… until he did.
Soon he decided he wasn’t satisfied with Marie’s teachings- he still immensely respected her and her magic, but he felt that she was slowing his growth and potential. He had mastered everything she threw at him, why not present him with a challenge? When she wasn’t looking, he took spellbooks home and replaced them the next day with copies he made. She never noticed, allowing him to secretly practice dark magics at home and in hiding areas he went to when the bullies were too much. Finally, when it was time to put his knowledge to the test, he lured one of the more gullible boys to the cemetery late at night. He was scared, but Charles reassured him with a bag of good mojo, saying it would bless them and protect them from spirits. In truth, once he handed the bag to the boy Charles sliced his arm with a dagger, drawing fresh blood and activating the curse. The bag grew heavy and split open into black beetles which crawled over the screaming young man, eating him alive as he writhed and shrieked on the ground before stopping dead. A great success.
Years passed, as Marie grew old and feeble, allowing Charles to take her stead in handing out good luck charms, blessing couples and predicting good outcomes of those who feared for the future. His innate talent and charisma earned him the title of Baron Jackson, the master of magic and blessings. At night however, the Baron conducted his own magics to summon spirits and souls that gave him power, whispering secrets into his ears and gaining him many new powers. He offered his services to the right people, the criminal gangs and families of the Crescent City, who accepted his employ as a means to destroy their enemies. They pointed their fingers at men and the Baron would kill them without a trace. If they were to pull off a heist or destroy a business, a cut of the profits would always find his way into the Baron’s pocket. Life was good, and that was how it was going to be till he passed into the crossroads.
A shaky voice made him open his eyes, seeing Marie in front of him with a group of cops. She had a tearstained face and a distraught expression as she asked him what he had done. When he replied that he didn’t know what she was talking about, she told him of the dreams she had- sights that should never be seen, black magics and dark evils that he had performed. She begged him to repent for his sins and come back to the side of light- but he simply laughed and blew smoke in her face, saying no one would dare touch him lest they be wrought with plague and darkness for them and their families lives. The cops responded by shooting him in the stomach, knocking him back onto the ground. Marie screamed, but by then the men were infuriated and had had enough.
They dragged the Baron to the street yelling alongside a barrel of tar and a gas lamp from one of the nearby bars. They held him down as tar was poured onto his body, covering him head to toe in the black sludge before breaking the lamp against his head, lighting him ablaze. His screams echoed across the buildings and streets of the city, rolling around in the street as a crowd formed both screaming and crying, but whether they were angry, happy or saddened the Baron could not tell. As he collapsed and breathed his last, he promised death and vengeance on all who had tormented and ruined him, to use his dark arts beyond the grave and usher in an age of blackness upon the city. His charred remains were tossed into the ocean, never to be heard from again save for stories told in hushed tones about the Mad Baron and his dealings with the Devil.
Killer Overview:
The Baron is an ill-omened Killer who has mastered the art of voodoo with his power Spirits of Evil. His personal perks Hex: Kalfou, Scourge Hook: Wanga and Boko’s Gris-Gris allow him to preserve the Tokens on his perks, keep Survivors injured and protect his dark magics from being cleansed.
+Difficulty Rating: Hard
Power: Spirits of Evil
The Baron was a master conjurer and communed with spirits and demons to harness the powers of the spirit world amongst the living. In the Entity’s Realm, his power has increased tenfold to become a master of darkness.
- When the Baron puts a Survivor in the Dying State, perform the Create Action (3s) to create a Poppet of them. The Survivor is returned to the Injured State and gains the Endurance status effect for 8s when a Poppet of them is created. Only one Poppet can be created at a time.
- While a Poppet is created, The Baron can see the locations of other Survivors with Killer Instinct when they are within 16m of the Survivor whose Poppet the Baron controls (does not work if the afflicted Survivor is dead or hooked). If the Survivor with a Poppet works on a Generator, is cleansing/blessing a Totem or heals a Survivor the Aura (Generator, Totem, Survivor) is shown in yellow. (On the HUD, the Baron and Survivors can see which Survivor has a Poppet by the needle-like wreath icon surrounding the affected Survivor).
- The Baron can perform the Immolate action (5s) to destroy the Poppet and instantly down the afflicted Survivor, wherever they are. The Survivor receives noise and HUD notifications when the Baron is performing Immolate. The Baron sees a noise notification where they are downed (similar to Deep Wound). Immolate becomes available 20s after Creating a Poppet.
- The afflicted Survivor can find a Mojo Charm spawned when they have a Poppet of them made. (It will spawn in locations where Totems can spawn) They will hear faint whispers when within 16m of the Charm. When holding the Charm, Survivors will not be downed nor affected by the Poppet’s influence. Perform the Cast Out action (6s) to destroy both the Mojo Charm and the Poppet.
Special Attack: Shadow Strike
- By holding the Secondary Attack button for 2s, the Baron concentrates and channels life into his Shadow. View the Trial in the Shadow World (monotone), where Survivors are shown in White Auras when within a 40m range.
- The Shadow moves at 6.0m/s throughout the Shadow World and can quickly approach to injure and down Survivors. After performing an attack, the Shadow recedes into the Baron and goes onto a short cooldown (20s). The Baron can only be in the Shadow World for 10s.
- Survivors can see the Shadow move along the ground and walls in a pitch black figure that stands out from the darkness. The Shadow cannot be stunned and goes through vaults and pallet locations, but it will be destroyed if a Survivor shines a Flashlight upon it for 1s (Lightburn effect).
- If the Baron is stunned while using Shadow Strike, or if the Shadow is Lightburned, the ability goes onto a lengthy cooldown (60s).
Addons:
+Brown/Common
- Child’s Drawing: Slightly decrease the distance where the Mojo Charm can be heard. Slightly increase the amount of time before Immolate becomes available. (One of the first scribbles Charles made when practicing voodoo, intended to summon good spirits for luck.)
- White Robes: Slightly decrease the cooldown of Shadow Strike when stunned or Lightburned. (White robes for practicing ceremonies and performing holy rituals.)
- Spoiled Gumbo: Slightly decrease the amount of time to Create or Immolate a Poppet. (A savory gumbo that went bad over time, an offering to the spirits in exchange for their help.)
- Fake Charm: Immolate can no longer down Survivors, instead leaving them injured with a Deep Wound. Gain 150% more Bloodpoints for Immolating a Poppet. (An obvious fake taken from a street vendor who said it would bring happiness, but it only brought a bad smell and odd looks.)
+Yellow/Uncommon
- Benevolent Vévé: Moderately decrease the distance where the Mojo Charm can be heard. Slightly increase the amount of time before Immolate becomes available. (A sacred drawing done on the floor in cornmeal for peace and rest.)
- Black Trenchcoat: Moderately decrease the cooldown of Shadow Strike when stunned or Lightburned. (A long suede coat with many pockets to hold reagents and talismans for practicing black magic, favored by the Baron.)
- Stolen Incense: Moderately decrease the amount of time to Create or Immolate a Poppet. (Holy incense taken from a local church to cleanse the body and rid the spirit of unholy influence.)
- Boy’s Knucklebones: Slightly decrease the charging time of Shadow Strike. (Knuckle bones taken from the first bully you killed, enchanted and used in future rituals.)
- Baron’s Service Flyer: Slightly increase the distance in which a Survivor with a Poppet triggers Killer Instinct. (A flyer advertising the weekly parterres the Baron and Marie offered for the people of New Orleans, a means to praise the spirits and have their ills resolved.)
+Green/Rare
- Cursed Vévé: Considerably decrease the distance where the Mojo Charm can be heard. Moderately increase the amount of time before Immolate becomes available. (An evil drawing done on the floor in blood and gunpowder for violence and death.)
- Cuban Cigar: Slightly decrease the cooldown of Shadow Strike. (Premium Figuardos with a golden label, smoky sweet and delicious to fill your lungs with.)
- Pygmy Skull: Moderately decrease the charging time of Shadow Strike. (A tiny human skull with adult sized teeth, trinkets and trophies from previous victims.)
- Baron’s Card: Moderately increase the distance in which a Survivor with a Poppet triggers Killer Instinct. (A calling card given to the men whom he offered his finest services, stamped with his icon of a skeleton dancing with a black demon.)
- Torn Mantelpiece: After Immolating a Poppet, the downed Survivor becomes Mangled for 120s. (A shred of black cloth that covered the table where he practiced his craft, showing others of what lies beyond.)
+Purple/Very Rare
- Suede Top Hat: Moderately decrease the cooldown of Shadow Strike. (A fine top hat with tropical bird feathers, in the brim a scrawl of protection spells are written inside.)
- Shredded Spells: After Immolating a Poppet, the downed Survivor becomes Broken for 120s. (Sheets that covered different rituals and black magics written in Charles’ hand, discovered and destroyed when the police searched his home on a warrant.)
- Black Marbles: Survivors with Poppetts now reveal the Auras instead of Killer Instinct of nearby Survivors. Moderately decrease the distance in which a Survivor with a Poppet can show Killer Instinct. (Marbles used in intricate voodoo dolls to symbolize eyes, offered vision through the target’s eyes.)
- Steel Pins: Survivors who are afflicted by a Poppet suffer from tremendously difficult skill checks when healing or repairing.(Needles used for inflicting pain and wounds on victims from afar through the use of voodoo dolls, your most skilled craft.)
+Red/Ultra Rare
- Grave Dust: Survivors who are within range of a Survivor who was downed by the effect of a Poppet suffer from the Exposed status effect for 30s. Removes the Baron’s ability to see Killer Instinct or Auras with Poppets. (Powder from a groundup tombstone, infused with dark energies and ideal for summoning the most malevolent forces.)
- Entity’s Tendril: Survivors affected by a Poppet, as well as Survivors within range of a Survivor with a Poppet, suffer from the Oblivious and Exhausted status effects. This effect persists for Survivors not affected by a Poppet for 5s after exiting the afflicted’s range. (A small clipping from one of the Entity’s tendrils, it wriggles and writhes as it is sewn into Poppets for weakness and hindrance.)
Killer Perks:
+Lvl 30: HEX: KALFOU
A Hex that opens the way between the lands of life and death, allowing for revival and bad luck to pass through.
“Oh Papa Legba, let us pass through your embrace and commune with the beyond…” -Charles Jackson.
- While this Hex is standing, every time you hook a Survivor gain 1/2/2 Tokens.
- Everytime you would lose a Token on another perk, lose 2/2/1 Token on this perk instead.
+Lvl 35: SCOURGE HOOK: WANGA
A curse that harms and cripples all it comes into contact with.
“An unexpected turn of events happened when a cart suddenly burst into flames crossing St. Charles Plaza yesterday, only scattered cornmeal and some bones remained…” -Louisiana Press, 1864
- At the start of the Trial, 4 Hooks are randomly selected to be Scourge Hooks.
- When a Survivor is unhooked from a Scourge Hook, they become Broken for 60/75/90s.
+Lvl 40: BOKO’S GRIS-GRIS
Some say that charms and rites bring luck, but the most effective luck is that which you make for yourself.
“Life is a game that the Lwa play with us mortals- ‘cept I rigged the game. Now they play for me.” -The Baron
- Everytime a Survivor is put into the Dying State, gain a Token.
- Whenever a Survivor interacts with a Hex Totem, a Token is consumed to block it for 8/10/12s. It’s Aura is highlighted in white during this time.
Survivor: Akande Oladoyinbo
Survivor Lore/Background:
Little Akande grew up in a small hamlet in Nigeria where his family had relocated to after insurgents hounded them and other civilians for years. It was a respite from the usual terror they were used to, now under the protection of foreign nations who stepped in to quiet the rebellions, save the child soldiers and prevent the senseless slaughters from occurring. Akande always felt a sense of anger in his heart whenever he heard about it, but kept it to himself so his mother would not break into tears again over the family she had lost. She was very close to the people of her past, never forgetting to pray for their souls to be at peace- Grandmother Abi, Ada, Obinna and her cousin Philip.
Akande never knew these people, but knew of their struggles and wished for a better life. He worked harder than any other child of his age, achieving high scores in school and getting into a prestigious university. He studied law and, after many sleepless nights and strenuous examinations, became one of the top lawyers in his country. He fought for civil rights in his country and justice against evil doers, becoming widely known and being offered jobs across the world. As he always fought for Nigeria and to protect her citizens, he took a job at the United Nations and traveled abroad practicing in courts across the world putting away war criminals, serial killers, international felons and all manner of evil vermin. It was a good business in his eyes, where he was doing God’s work and putting the guilty in their place.
Recently he had been working with others in the Court of New Orleans, discussing the specifics of a sex trafficking ring that had been operating from the city across the world. Akande had taken some of the victims to lunch at the Commander’s Palace to discuss the specifics when a loud screeching caught their attention. Akande turned to be greeted by an 18 ton shipping truck drifting across the street into the front of the restaurant, flattening everything in its path. Instinctively he grabbed the young men and women and pushed them to safety just before the truck smashed into him and several others, nearly collapsing the restaurant in the process. Emergency workers arrived on the scene to battle the flames and fix the ruin caused by the accident, EMTs swarming the site to recover bodies and save casualties- several, including Akande were unidentified and never located, assumed dead and gone.
Survivor Overview:
Akande Oladoyinbo is a resolute agent of justice who will do anything to rid the world of evil and protect the innocent. His personal perks Cause Of Action, Punitive Damages and Boon: Justice Is Blind allow him to protect his allies and judge the damned.
+Difficulty Rating: Intermediate
Survivor Perks:
+Lvl 30: CAUSE OF ACTION
They’ve been getting away with it for too long, time to step in and do something.
“Your Honor, the defendant has no regard for human life- therefore he must be treated with the same regard.” -Akande Oladoyinbo
- When another Survivor is in chase, your Auras are revealed to each other.
- Whenever you take a Protection Hit for another Survivor while they are in chase, that Survivor loses their Scratch Marks, Blood Trail and makes no noise for 3/4/5s. Cause Of Action then goes onto a 30s cooldown.
+Lvl 35: PUNITIVE DAMAGES
You can’t get back what they took from you, but at least there’s ways to return to equal footing.
“Mr. Oladoyinbo, please continue with your prosecution.” -Judge Abentollah
- Whenever the Killer hooks a Survivor, gain a Token.
- For each Token on Punitive Damages gain a 1/1.5/2% bonus to repairing, healing and cleansing actions.
+Lvl 40: BOON: JUSTICE IS BLIND
A Boon that lights the way for the innocent and renders the guilty sightless.
“In the lands of darkness and corruption, Lady Justice shines like a beacon of hope.” -International Criminal Law, 2018 edition
- Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out within a radius of 24 meters.
- While within range of the Boon Totem, the Killer suffers from the Blindness status effect. This effect persists for 6/8/10s after leaving the Boon’s range.
- You can only Bless one Totem at a time. All equipped Boon Perks are active on the same Boon Totem.
Realm: The French Quarter
+Map: Mort D’Espoir Street (The street where both the Baron and Akande died, the nightlife of modern New Orleans is a ghostly illusion among the cobbled streets and 19th century buildings. Dark shadows and whispers beckon from the alleyways as the dim streets are filled with fog and mist. Be careful where you go, lest you awaken some nasty spirits who will haunt you for the rest of your days.)
+Map Offering: Religious Icon (A statue of a saint that brought hope to those who despaired, now badly burnt and near unrecognizable.)
Charms:
- Shrunken Head (Killer): The shrunken and withered head of the leader of the bullies that ganged up on Charles, left screaming eternally in silence.
- Leather Briefcase (Survivor): A leather briefcase belonging to a very powerful and solemn man who brought hope to the hopeless and judgement to the guilty.
- Delicious Beignet (Both): A fresh beignet, one of the local classics of New Orleans. Enjoyed by all as a sweet treat for all occasions.
Cosmetics:
+Survivor
- Default
- Akande (A smooth shaved head and a grim demeanor make you look unfriendly to most, especially to those who should fear you.)
- Pinstripe Jacket (Professional and to the point, filled out nicely by a fit body that never misses a day at the gym.)
- Pinstriped Pants (Clean pressed pants to match your professional attire, complete with shoes as shiny as mirrors.)
- Prestige
- Akande (Not much has changed with the blood on your face, but your eyes show the anger and outrage that you feel from the atrocities committed here.)
- Bloody Pinstripe Jacket (Torn and frayed, it would have been thrown away if it would not be useful to someone who needed it more to cover up and keep warm.)
- Bloody Pinstriped Pants (Stained and worn down, not to mention your shoes are covered with blood from your injuries, other’s wounds and a couple Killers who let their guard down.)
- Havana Getaway
- Day Off (You don’t often take a day off, so kick back and relax with some sunglasses and a flower lei.)
- Floral Shirt (The colorful shirt is kind of ridiculous with your chronic RBF, but this is casual wear out here apparently.)
- Cargo Shorts (Finally something that makes sense while being comfortable, if only these were allowed in a court of law you wouldn’t need a briefcase.)
+Killer
- Default (https://parlorofhorror.wordpress.com/2016/10/18/horror-art-the-astounding-art-of-chris-andres/chris-andres-voodoo-man-sculpt/)
- Grinning Baron (An ear to ear smile that you wore in life is now permanently showing with your grinning skull.)
- Charred Skeleton (Blackened and charred bones adorned with gold jewelry and some scraps of black cloth, a better look if you're being honest with yourself.)
- Ritual Staff (A black staff inscribed with incantations and vévés you put, channeling unholy magic and darkness for your use.)
- Prestige
- Bloody Baron (Bloodstained bones and teeth aren’t new to you, but the warmth is unsettling now that you’ve gotten used to the cold of the grave.)
- Bloody Skeleton (There’s almost enough blood on your bones that you look like you were just skinned and cleaned like some wild animal- what a terrifying thought!)
- Bloody Staff (Surprisingly it’s not much different, the wood seems to drink in the blood like a man drinks water in the desert.)
- Shaman of the Night (https://www.gettyimages.com/detail/news-photo/the-shaman-of-an-african-tribe-wears-a-demon-mask-news-photo/901509896)
- Ritual Mask (Return to the roots of magic, this large mask fills you with the spirits of malevolence and evil and perpetuates it.)
- Grassy Garb (Certain rites require the correct garments as well as reagents and incantations. Otherwise this ridiculous thing would be burned immediately, no accounting for taste huh?)
- Summoning Stick (Old bones, shells and pebbles rattle furiously atop this sacred wand, promising the coming of rain and the fury of the storm.)
Animations:
+Environment
- Shadow World: A monotone version of the Trial similar to the Dream World, filled with whispers. It is mostly dark and grey with the exception of Survivors, who are shown in a bright white Aura.
- Mojo Charm: A small talisman in the shape of a frog that glows with a light blue energy.
+Survivor
- Cast Out Animation: The Survivor holds the charm above their head and whispers an incantation, the Charm slowly growing brighter before it crumbles to dust.
+Killer
- Idle Animation- The Baron surveys the Trial occasionally taking a few puffs of the cigar in his mouth. The orb atop his staff glows a ghostly green.
- Walking/Running Animation- The Baron walks towards Survivors with a casual, almost relaxed gait as his Shadow jumps and runs around him erratically.
- Basic Attack Animation- The Baron swings his staff like a sword one handed.
- Basic Successful Attack Cooldown- The Baron laughs and surveys his staff, seeing the blood on it seep into the wood and inscriptions in it.
- Channel Shadow Strike Animation- Planting his staff in the ground and closing his eyes, the Baron focuses while his Shadow comes free with a loud screech that can be heard map-wide.
- Shadow Attack Animation- The Shadow swipes at Survivors with its hands turning into large claws, protruding from the Shadow World to the real one and slicing up Survivors.
- Shadow Attack Cooldown (Successful and Unsuccessful)- After an attack, the Shadow screeches (victoriously or in anger) and fades away slowly while the Baron regains control of his body.
- Shadow Lightburn Animation- The Shadow screeches and burns away in black flames. The Baron grunts angrily before returning to his Idle Animation.
- Poppet Creation Animation- The Baron steps over a downed Survivor and plucks a couple hairs from them, feeding it into the mouth of a plain sack doll. The doll then transforms to look like the Survivor chosen (default cosmetic). During this process, the downed Survivor picks themselves up.
- Poppet Immolation Animation- The Baron pulls out the Poppet and recites a dark chant. The Poppet begins to smoke before going up in flames. At the same time, the afflicted Survivor sees smoke in their HUD and hears the chant of the Baron before screaming and going to the Dying State. With the Mojo Charm this is all ignored.
- The following interactions are the standard for the Baron as for other Killers (Tall)
- Locker Grab Animation
- Breaking Generator Animation
- Pick Up Animation
- Hooking Animation
- Generator Grab Animation
- Opening the Exit Gate Animation
- Checking Lockers Animation
- Window Grab Animation
- Interacting With Glyph Animation
- Basic Attack Missed Cooldown Animation
- Stun Animation
- Breaking Generator Animation
- Breaking Pallet Animation
- Breaking Breakable Wall Animation
- Locker Grab Animation
- Vaulting Animation
Scoring Events:
+Survivor
- Bring The Light- 300 BP- Awarded for Lightburning the Shadow.
- Cast Out- 250 BP- Awarded after successfully completing the Cast Out action.
- Souvenir- 150 BP- Awarded for carrying out the Mojo Charm out of the Trial.
+Killer
- From The Shadows- 100 BP- Awarded for activating Shadow Strike.
- Swift Strike- 250 BP- Awarded for injuring or downing a Survivor with Shadow Strike.
- Preparation- 200 BP- Awarded for Creating a Poppet.
- Invocation- 100 BP- Awarded for hitting a Survivor who was revealed by the Poppet’s abilities.
- Channeling- 150 BP- Awarded for Immolating a Poppet.
- Farewell- 400 BP- Awarded for downing a Survivor by Immolating a Poppet.
Achievements:
- Adept Baron: Achieve a Merciless Victory with the Baron using only his three unique perks.
- Adept Akande. Escape the Trial with Akande Oladoyinbo using only his three unique perks.
- That Voodoo You Do: Create 100 Poppets in public matches.
- The Big Easy Escape: Complete the Generator in the middle of the plaza and escape to tell the tale.
- I Rest My Case: Have the Killer lose Chase with one Survivor by beginning Chase with you 100 times.
Terror Radius Music:
https://www.youtube.com/watch?v=3mZ4uMZ2I2s By John P. (WARNING: Cover Art is a bit NSFW, don’t watch in public.)
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Been a while since I've written one of these, it'll definitely be a while before I write another. I started a new job recently so I have less time to write and brainstorm, but rest assured I still have plenty of ideas in mind! As always, let me know what you all think!
Comments
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Too long didnt read everything, only Power & Perks
But these are what I think
Shadow strike: feel like a stronger version of Pinhead chain.
Hex Kalfou: the perk has a great idea for Myer's perk. But beside that the token is hard to earn (unless tunnel) and not deserved to be a Hex. I would make the perk keep tokens of other perks all the time until the Hex destroyed.
But in general Hex always have something to you they exist (Lullaby with 1st skill check; Ruin with release M1 on Gen ect) how does this Hex show they're exist in a trial? Beside a perk should not be forced to pair with another perk to make use of it. As Undying alone give info on Dull totem, this perk alone does nothing on its own.
Wanga: this perk support tunneling too much. For me scourge hook perks should only give benefit if you go for other survivors rather than the hooked. As my change would be "once hook a survivor, all other injured survivor will be Broken for 60sec or something"
Boko: all perks that supposed to protect totems are Hex. This perk suit more with Hex for me.
Cause of action: perfect.
Punitives damage: I dont think permanently increase repair speed is a good idea. Yun Jin fast track average you can earn is ~20 token which is saving 16sec (max 22sec for all tokens). This perk with a single token can save 8sec if you repair all 5 Gens (400sec). Perhaps the number is increased but it only come with a survivor dies.
Justice is Blind: Killer doesnt have Blind status, only survivor. How Blind status work on killer? No scratch mark & aura? Thats exactly how Shadow step works.
The concept of perks is a bold move because most of Killer's perks are for tunneling. Broken after hook + benefit on constantly down. With survivor's perks are more about protect the tunneled team mate.
This thread is a true hard work.
1 -
Thanks for the feedback! Yeah, I see what you mean about the Killer perks and I'll take a look at them again. Probably make Boko a Hex and Kalfou as a general perk, make it more usable for Token perks. I also like your suggestion for Wanga but maybe I'll throw something else in bc the tunnel theme is real and intentional XD not trying to be toxic but I thought it was a funny idea.
Punitive Damages is like a reverse Dying Light, its literally perfect for the name. I get inspiration from themes + terminology I look up and this was gold in my head. As far as balance I could work around with it, maybe have it have a drawback...
The Boon? Literally just the Survivor effect, no Auras. I know it's a bit weak but I always thought Blindness could be an effect for both sides. Could be stronger like a large Blindness timer when snuffing it out but I wanted to gauge the response too.
Finally, Shadow Strike deals damage with no hinderance. Maybe perma-Engineer's Fang but more controllable and versatile, not to mention (in my head at least) it'd be more visually impressive. :)
0 -
My questions comes from the main power. And I could be misunderstanding this but...
Power: Spirits of Evil
- When the Baron puts a Survivor in the Dying State, perform the Create Action (3s) to create a Poppet of them. The Survivor is returned to the Injured State and gains the Endurance status effect for 8s when a Poppet of them is created. Only one Poppet can be created at a time.
- If other survivors sees a teammate going down and then immediately getting back up with a symbol by their name they're going to know that person has been voodoo'd.
- Eliminating any kind of surprise aspect from the power itself. It is a great way to keep survivors busy however they effected person could just go to a free generator and work on it and find the charm later giving it the same feel as an enhanced reverse bear trap, or wait to go down and have another survivor come get them later. I think this can be an applied effect to the survivor that activates after they are pulled from or hooked on a scourge hook and combined with a redefined Wanga. That transfers the broken/exposed status effect to the survivor that unhooked them for a small portion of time. I believe that letting survivors know someone is voodoo'd is just going to isolate that one person creating an opposite effect. Now as an alternative You could change the kill switch to a timer (like the RBT) that makes them stay near survivors to stop the count down so you can pull 2 survivors from gens or make them always show where some one else is. or even immediately go look for the charm. But I'm jus trying to give you more ideas that you can pull from.
- My last question is if a survivor gets ahold of the charm do they keep it if immolation happens, if not then as soon as the charm is secured poppet/charm should be destroyed immediately or you have a situation in which pinhead box hostage takes place only it can be "respawned" by will. Are there any advantages to not immediately immolating when a survivor finds the charm?
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So about your question, the Baron can use Immolate to destroy the Poppet and the Charm whenever he wants after it becomes available. This keeps the Charm from being in the Survivor's possession for too long and allows the Baron to easily switch Poppet targets to whomever he wants. The hook aspect was my initial idea for creating Poppets but I didn't want to give the Killer much incentive to stick around and camp, even for a little while. Finally I want Survivors to know when someone is being affected, but that could be a quick fix to just apply the general effect to all Survivor Icons on their HUD and only show the correct target on the Killer's HUD. Or maybe hide the icon/notification all together as an addon.
Thanks!
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