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Chapter Concept: Everlasting Conquest
New Killer: The Invader
Killer Data
Overview: The Invader is a conquering Killer, using his abilities to keep control of large areas of the map. His personal perks give him great amounts of strength at the cost of frailty.
Appearance: A man in a heavy suit of armor. His weapon is a macuahuitl.
Speed: 115% (4.6 m/s)
Terror Radius: 32 meters
Height: Tall
Primary Power: Landmark
Landmark can be used by holding the power button for 1 second, during which time the Invader cannot move. This will place a red flag in the ground. Flags cannot be placed within 12 meters of a hooked Survivor. 3 flags can exist at a time, and when a new one is placed while 3 already exist, the oldest will disappear.
Within a 24 meter radius of a flag, the Invader moves at .4 m/s faster, and can see the auras of all vault points, pallets, totems and chests in yellow. If a Survivor makes a loud noise notification within 24 meters of a flag, they're marked by Killer Instinct for 5 seconds.
Survivors can disassemble a flag through a 9 second channel. It is disassembled 33% faster for each additional Survivor attempting to disassemble it.
The Invader can see the auras of all flags in white.
Secondary Power: Vanquisher
Vanquisher charges while chasing a Survivor within the radius of a flag. It takes a total of 20 seconds of a Survivor being chased in that radius for Vanquisher to be used.
Once Vanquisher's charge is full, holding the Active Ability Button for 3 seconds will activate it (the Invader is not slowed during this time). Once Vanquisher is active, a map wide sound effect is played.
While Vanquisher is active, the following effects are applied:
- Survivors within 8 meters of a flag are marked by Killer Instinct. This lasts for 5 seconds after they are no longer within that radius.
- The Invader moves 1.2 m/s faster within the radius of a flag, rather than .4 m/s.
- The Invader moves at 4.6 m/s during his animation after hitting a Survivor.
Vanquisher lasts a total of 40 seconds, or until there are no flags currently placed on the map. While Vanquisher is active, the Invader cannot use Landmark.
Add-ons
- Decreases the time it takes to place a flag by 0.1/0.2/0.3 seconds.
- Increases the radius of a flag by 1/2/4 meters.
- Increases the number of flags that can be placed by 1.
- While within a flag's radius, Survivors are 20/30/40% louder.
- When Vanquisher is activated, all Survivors within a flag's radius scream, revealing their location for 4 seconds.
- Increases the duration of Vanquisher by 8/10/12 seconds. Increases the time it takes for Vanquisher to activate by 5 seconds.
Iridescent Add-ons
- Iridescent Armor: While within the radius of a flag, pallets that are dropped immediately break, but can still stun the Invader. Vanquisher takes 10 more seconds to activate.
- Golden Chain: While Vanquisher is active, if a Survivor disassembles a flag, they're marked by Killer Instinct for 10 seconds, or until Vanquisher ends. The radius of a flag is reduced by 4 meters.
Perks
Hex: Chronophobia
The fear of your empire falling apart over time drives you to eternalize it.
When a generator is completed, this perk gains 1 token (max 2/3/4). For each token, your terror radius increases by 2 meters.
- 2 Tokens: After a generator begins regressing, your movement speed is increased by 10% for 10 seconds. This doesn't stack.
- 3 Tokens: When a Survivor is hooked, all generators are blocked for 10 seconds.
- 4 Tokens: When you hit a Survivor with a basic attack, all currently regressing generators begin regressing 100% faster. This stacks.
- 5 Tokens: You become Undetectable.
War Cry
The start of the bloodshed is always marked by its first scream.
When a Survivor is hit by a basic attack, all Survivors outside of your terror radius scream and become Exposed for 20/30/40 seconds. This can only activate once per match.
Hex: Challenger
If this is your life now, you might as well enjoy your meaningless fight.
When this Hex is cleansed, the Survivor who cleansed it has their aura revealed to you during any chase with them for the rest of the match. While in a chase with that Survivor, their stuns last 35/30/25% longer and they recover from negative status effects 20% faster, but you move 15% faster.
This does not stack with Killer or Survivor perks.
(This is a more thematic perk, meant to emulate a Killer and Survivor's interaction as if it were a duel where both get new advantages and disadvantages, but I'm not really sure if I balanced it right. Any suggestions keeping to the duel theme would be heavily appreciated for Hex: Challenger.)
New Survivor: Alexander Monroe
Overview: Alex is fiery and reckless, using his personal perks to make the Killer hurt at the cost of his own safety.
Perks
Acrimony
Your hatred for your circumstance boils over at the sight of your new enemies.
At the start of a chase, all action speeds are increased by 8% for 15 seconds. During that time, if you stun the Killer with a pallet, they will be slowed by 5% for the next 5 seconds after recovering from the stun. Acrimony can only activate once every 60/50/40 seconds.
Unyielding
You'll stop at nothing to make your new tormenters hurt.
Clicking the Active Ability Button during a fast vault will stun the Killer for 2 seconds, as long as they're on the other side of the vault point and within 2 meters of it. For the next 5 seconds after the Killer recovers from that stun, all of their action speeds are increased by 15%.
After using this, you become Exhausted for 60/50/40 seconds. This cannot be used while Exhausted. Exhaustion doesn't recover while running.
Play with Fire
After making a loud noise while not in a chase, you're Exposed for 40 seconds, but you also have all action speeds increased by 12% for the same amount of time. Play With Fire can only activate once every 120/100/80 seconds.
"You heard me, I'm right here."
Thank you for reading this! Feedback and suggestions are appreciated!
Comments
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I think the killer idea is super well thought out and the idea of putting down flags like a conquer is really fun. My only question with that is, would the speed effect of the flag stack with other flags. So you might be able to just like completely shut down one or two loops with three flags but and the downside is you know having all flags in one spot. I could see how that could get pretty ridiculous with the vanquisher ability as well, but again you're kind of putting all your eggs in one basket of survivors being in the dead zone you created so it's still risky. I also love the idea of vanquisher not just downing you instant but allowing the killer to still kind of be right behind you after a hit.
I think the Golden Chain addon could probably you cause exposed, because killer instinct is kind of a meh reward. Once they break the flag you can visibly see which one was taken because the aura will be gone and the smaller radius is a pretty sad downside. Plus if they are breaking flags during vanquisher they are taking a pretty big risk already as that's the place where the killer is most powerful.
Hex: Chronophobia is a really awesome idea for a perk but my one gripe with it is the 3 tokens reward kinda conflicts with the 4 token reward because blocked gens can't regress.
For Hex challenger I think it would be fun if the killer moved 25% extra speed and the survivors moves 20% and has the stun thing that way vs your Challenger it's a really fast pasted and high octane chase. It would also make sense for the survivor to get maybe like a 10% vault speed increases or something.
Acrimony is an interesting idea for a chasing perk for survivors. I don't love the idea of a non exhaustion perk that slows the killer, but also having this perk might mean you don't have a better perk so maybe its balanced, but kind of a hard one to judge without it actually existing.
I think play with fire is just a no mither buff so I'm a fan.
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