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Killer Concept: The Draconic
Killer: The Draconic
Movespeed: 110%
Weapon: Claws
Power: Den Mother
Various of your draconic kin litter the trial.
Wyvern hatchlings replace all crow spawns within the map, but only 75% as many of these wyvern hatchlings spawn overall. When alerted by a survivor, the wyvern hatchling’s cry can be heard from twice the distance of a normal crow’s caw.
Dragon hatchlings will spawn sleeping in a nest on each generator. While working on the generator, the dragon hatchling has a chance to wake up during certain actions. 15% chance after getting a good skill check. 25% chance after getting a great skill check. 75% chance after missing a skill check. 100% chance after finishing the generator. If the dragon hatchling is woken up through a good or great skill check, you must stop repairing the generator and lull the dragon back to sleep by petting it with a series of 3 skill checks. If you miss these, the dragon will cry out and bite you, inflicting you with bleeding and creating a noise notification. If you do not mend yourself from bleeding, you will be put into the injured state. If the dragon hatchling is alerted through a failed skill check, it will wake up in the nest and guard the generator for 45 seconds, screeching and creating a noise notification whenever somebody attempts to repair it before falling asleep again. If it is alerted while guarding, 15 seconds are added to the time before it will fall asleep again. If the dragon hatchling is woken up by the generator being complete, it will choose any survivor who completed the generator at random to perch itself on and wrap its tail around. The survivor will suffer from the Incapacitated status effect and a 3% Hindered status effect for 60 seconds or until injured, at which point the dragon will screech for a noise notification and fly away.
A Drake hatchling will spawn at the start of the trial. This drake will actively hunt survivors, walking around the map and lunging at them if they get near enough. If a survivor is in the healthy state, they will begin bleeding and must mend themselves or become injured. If a survivor is already injured or bleeding and is hit by the drake, they will be put into the dying state. The drake has a keen sense of smell, and will follow any blood trails left by survivors. The drake has a base movement speed of 50% and a movement speed of 75% when it is smelling and following a blood trail or chasing a survivor.
Special Ability: Dragon’s Blood
The Draconic has the innate ability to immolate herself. This ability functions off a 120 second cooldown and starts on cooldown at the beginning of the trial. Upon activation, both her hand and feet claws begin burning, causing her to leave the ground behind her singed as she walks. Flames pour out of the sides of her mouth and wings of fire appear behind her. The Draconic will be immolated for 40 seconds. While immolated, she gains 125% movement speed as well as a greatly increased vault speed, but has a greater terror radius. During this time, basic attacks will destroy breakable objects (dropped pallets and walls) and damage generators. If a generator is damaged this way, it will start burning and lose additional progress for 10 seconds and cannot be repaired during this time. This ability will begin its cooldown after the immolation ends. When you activate Dragon’s Blood, all of your draconic kin will roar out across the map and notify the survivors.
Perks:
Hex: Burning Embers - Fires of yours are extremely hot and hard to put out. Whenever a survivor attempts to dismantle any hex totem of yours, they are presented with a difficult skill check upon 50% completion of cleansing or blessing the lit totem. If this skill check is failed, they must restart the process. Each time the skill check is failed, it will get slightly easier. The Burning Embers hex itself while active causes survivors to cleanse or bless lit totems 15% / 20% / 25% slower.
Hex: Scorched Ground - This Hex will spawn in the map at the start of the trial / once one generator is complete / once two generators are complete in an available hex totem. If this hex is not cleansed by the time all 5 generators are completed, Scorched Ground will activate and immediately start the endgame collapse upon completion of the final generator.
Dragon’s Lair - You have a keen sense of your lair. Whenever a survivor fully enters the basement (not when they’re on the stairs), you are alerted and see their aura for the entire time they are down there and for 5 / 6 / 7 seconds after they exit the basement. While a survivor is in the basement and for the time their aura is revealed afterwards, they are afflicted by the Oblivious status effect.
My other concepts!
FNaF Springtrap - https://forum.deadbydaylight.com/en/discussion/302881/fnaf-killer-concept-the-attraction#latest
The Knight - https://forum.deadbydaylight.com/en/discussion/302874/killer-concept-the-knight#latest
The Dryad - https://forum.deadbydaylight.com/en/discussion/302882/killer-concept-the-dryad#latest
The Scarecrow - https://forum.deadbydaylight.com/en/discussion/302871/killer-concept-the-scarecrow#latest