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Killer Concept: The Soldier (Because man we need fire in this game.)
The basic idea here is that I wanted to make a killer that uses fire in some way, so I took elements from a lot of different killers, smushed em all up, and here's the end result. Enjoy, and please leave any feedback!
The Soldier is able to switch between stances to allow a stealthier approach before bringing out his flamethrower.
Hunting stance
Normal movement speed (115%), standard attack. Slightly reduced terror radius. (26 meters)
Branding stance
Slower movement speed (110%), slightly increased terror radius. (34 meters)
Holding the attack button will send out a flame attack in a cone in front of the soldier. Hitting a survivor with the flame will ignite them. The flame will stay on the survivor for 20 seconds before injuring them. This injury is called getting “roasted” Should another 20 seconds pass and the survivor is still on fire, the survivor will be roasted again and put in the dying state. Ignited survivors need to complete a 7 second “extinguish” to get rid of the fire. The fire can be extinguished while the survivor is running. The survivor’s movement speed is slowed while extinguishing. A survivor can not extinguish a fire if they are being hit with the flamethrower.
Hitting a dropped pallet with the flame will ignite it. It will burn for 9 seconds and at 10 seconds the pallet will break. A survivor who vaults an ignited pallet will be ignited. An ignited survivor that vaults a pallet that isn’t ignited will ignite the pallet.
Lockers may also be ignited, but they will not be destroyed. The flames will instead go away after 10 seconds and leave the locker black and charred. Should a survivor be in a burning locker, they will be ignited and forced out.
The flamethrower runs on a power meter. This meter will be totally refilled after performing the “reload” action. The power meter does not need to be completely full to use the flamethrower.
Perks for the Soldier
Burning Rage - Your brutal attacks will make sure progress is slowed. After performing the break generator action, the regression speed is increased to .5%/.75%/1% per second. Survivors need to work on it for 5/7/10 seconds without interruption in order to stop the regression.
“I spent too long trying to get out of that place, every little bit counted.”
Shell Shocked - When a survivor completes a generator, all other generators will receive a tremendously difficult skillcheck. Failing this skillcheck will result in 15/20/25% of overall progress taken away from the generator. During the time when this skillcheck spawns, no progress can be made on the generators.
“I don’t like loud noises…”
Calming Song - The screams of survivors calm your heart, and the Entity rewards your efforts. Every time you hook a survivor, you gain a token up to 4. Each token will reduce your terror radius by 2/3/4 meters.
“Burn one, let the screaming distract from your approach. That’s what I did.”
Addons for the Soldier
(Common) Larger Fuel Canister - A canister of fuel for a flamethrower, larger than the standard that is used.
Increases the flamethrower duration before needing to reload slightly (+5 seconds), decreases the time it takes to reload slightly (-2 seconds).
(Common) Tossed Gas Mask - An old gas mask from before the incident. The easier breathing calms the Soldier and fills him with focus.
Reveals the area that will be affected by your flamethrower.
(Common) New Model Muzzle - A recently designed muzzle intended for vehicular flamethrowers.
Slightly increases the range of the flamethrower attack. (+4 meters)
(Common) Extracted Fuel - Fuel that wasn’t designed to work in a flamethrower, meant for small scale vehicles such as Jeeps.
Decreases the time it takes for an ignited survivor to become roasted slightly (-2). Increases the time it takes for a survivor to complete the “extinguish” action slightly. (+.5 seconds)
(Uncommon) Heavy Smoke - Chemical compounds added to the fuel cause the resulting smoke to numb the senses more easily.
After a survivor has been ignited and hit or ignited and roasted, when they within your terror radius they suffer from the blindness effect. The effect last for 10 seconds after leaving your terror radius.
(Uncommon) Chemical Burn - A custom made chemical compound created by the Soldier, flames give a more intense burn but are easier to put out.
Ignited survivors will move slightly slower while performing the “extinguish” action. (-3%) The time it takes for a survivor to complete the “extinguish” action is reduced slightly. (-1 second)
(Uncommon) Heavy Canister - A much larger fuel canister, designed for a larger model of flamethrower.
Increases the flamethrower duration before needing to reload moderately (+10 seconds), decreases the time it takes to reload moderately. (-4 seconds).
(Uncommon) Personal Journal - A journal from before the war, details friendship and the day of enlistment.. Opens the reader to better tactics.
Decreases the time it takes to transition from Hunting to Branding moderately (-2 seconds). Reduces your terror radius in Hunting mode moderately. (-4 meters) Increases your terror radius in Branding mode moderately. (+4 meters)
(Uncommon) Fuel Injector - A more efficient fuel injection system, stolen and modified to fit the Soldier’s personal flamethrower.
Moderately increases the range of the flamethrower attack. (+6 meters)
(Rare) War Journal - A personal journal detailing both good times and losses. Opens the reader to better tactics.
Decreases the time it takes to transition from Hunting to Branding considerably (-3 seconds). Reduces your terror radius in Hunting mode considerably. (-6 meters) Increases your terror radius in Branding mode considerably. (+6 meters)
(Rare) Experimental Compound - The Soldier’s first attempt at creating a new and extremely volatile fuel, meant to let the flames eat through flesh quickly.
Survivors who get roasted, or get hit when they’re ignited, will have the hemorrhage and mangled status effects for 100 seconds.
(Rare) Heavy Vehicle Fuel - High grade fuel meant for the heaviest tanks and bombers.
Decreases the time it takes for an ignited survivor to become roasted moderately (-3 seconds). Increases the time it takes for a survivor to complete the “extinguish” action moderately. (+1 second)
(Rare) Heavy Ash - A compound mixed with fuel, designed to increase the ash in the air as the fire burns.
Survivors who become ignited will be exhausted for 60 seconds. As long as they stay within your terror radius, the timer for exhaustion will not go down.
(Rare) Salvaged Igniter - An igniter from an older model, meant to let the flames spread as wide as possible.
Considerably increases the range of the flamethrower attack. (+8 meters)
(Very Rare) Stolen Notes - A journal that was stolen from its original owner, with many details on allied attack patterns. Opens the reader to better tactics.
Decreases the time it takes to transition from Hunting to Branding tremendously (-4 seconds). Reduces your terror radius in Hunting mode tremendously. (-8 meters) Increases your terror radius in Branding mode tremendously. (+8 meters)
(Very Rare) New Model Parts - Parts of a much more efficient and updated flamethrower, found late into the war. Parts allow for increased range while not compromising power.
Tremendously increases the range of the flamethrower attack. (+10 meters) Increases the flamethrower duration before needing to reload considerably (+15 seconds), decreases the time it takes to reload considerably. (-6 seconds).
(Very Rare) Flammable Jelly - A case of very flammable jelly, not meant for use in the flamethrower fuel.
Decreases the time it takes for an ignited survivor to become roasted considerably (-4 seconds). Increases the time it takes for a survivor to complete the “extinguish” action considerably. (+1.5 seconds)
(Very Rare) Civilian Model Parts - Parts of a flamethrower designed to let the fire quickly splinter and destroy wood from old homes to make new ones. It’s unknown how it ended up in the battlefield in pieces.
Tremendously decreases the time it takes for flames to destroy pallets. (-3 seconds) A survivor who vaults a burning pallet will instantly considerably reduce the time it takes to roast them. (-10 seconds)
(Ultra Rare) Napalm - Fuel that is dangerous even without a flamethrower, burns intensely and painfully.
Survivors that become ignited will be exposed. Survivors who get roasted will be put into the dying state. Increases the time it takes for an ignited survivor to become roasted slightly (+2 seconds). Decreases the time it takes for a survivor to complete the “extinguish” action slightly. (-1 second)
(Ultra Rare) Asphyxiating Compound - The last compound made by the Soldier before being taken back to his allies, designed to make the smoke heavily hinder his victims.
When a survivor is ignited they will have the hindered (-10%) and exhausted status effects. After a survivor completes the “extinguish” action, the effects will persist for 10 seconds.
Extra notes!
- Movements speed goes from 115% (Hunting) to 110% (Branding) You will not slow down while transitioning between stances. Transitioning takes 5 seconds.
- Flames can down someone. In fact, if a injured survivor has failed to put out their flames, then they have another 20 seconds to put it out before they go down on the ground.
- The flames travel about as far as the Doc’s shock therapy attack (8 meters), and like that attack it can be increased with addons.
- You have a base 30 seconds of fuel, and it takes 10 seconds to reload. The amount can be increased, and the reload time can be decreased with addons.
- Survivors while trying to put out the fire will be slowed by 10% while putting out the fire. They will also need to complete the “extinguish” action fully, or all progress made will be reset.
- The flames are in a cone, similar but slightly slimmer to Doctor’s shock therapy. This cone has a range of 8 meters. This cone will not go through walls.
- While in Branding mode, smoke (darkened fog) equivalent to the terror radius will surround the Soldier. This is purely a cosmetic thing, as it won’t be high enough off the ground to obscure anyone’s vision. This is strictly to let survivors have another indication of what stance is being used.
Comments
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Sounds incredibly fun and I can tell a good amount of thought went into it. I'd love to see The Soldier in real gameplay.
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I made a similar DLC idea months back, called "Flames and Fear"
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Would be cool to have a combat trained killer and idea for survivor why not have it as one of his squad who saw how much he was becoming like a monster killing civis and soilders alike and tried to stop him leading to a burning building and that leads to the entitys realm during the struggle with the killer being burnt badly in the process hence the smoke from him0