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A Bunch of various ideas. All of these are my thoughts, looking for feedback.
The following link is to a document I've been working on for about 5 weeks or so. I've talked about it with a couple of people, and want some in-depth feedback for my own work. The link below is if you want to leave comments. Below is one of the many ideas I have on this document.
Killer idea. Name: The Bloom. Normal lunge and normal terror radius. Power: Seasonal Change. Each 30 seconds that progresses, your power changes. The bar that slowly fills around your power has a unique color, indicating the change. Base/Black: Lay thorns on the ground as you walk, which cover interactable objects and inflict Mangled and Hemorrhage when a survivor is hit on them or interacts with 2 covered objects within 6 seconds. Cannot down. Blue Meter: Removes ability to cover objects in vines and thorns, instead grants a pyramid head like attack that inflicts Hindred, Blindness, and Mangled until they are healed. Has a cooldown of 6 seconds and has slightly less range. Pink Meter: Grants ability to cover hooks in thorns and vines, causing both the unhooker and the unhooked to suffer from Mangled. If the unhooker is injured, they instead suffer from Deep Wound. This effect lasts until a survivor is hooked on an infected hook. Red Meter: Removes ability to cover objects and use thorns. Survivors who suffer from any status effect caused by your power within the last 45 seconds scream when you switch to this meter color. Anybody who screamed suffers from Incapacitated for 20 seconds.
Orange Meter: Grants the ability to grow plants, which do nothing for 30 seconds. After 30 seconds, they release a purple toxin into the air for 60 seconds, which grants the Oblivious status effect and causes coughing within 32 meters. Also grants the Blindness status effect. This effect lasts for 6 seconds after leaving.
Iridescent Add-on One: Sampled DNA. Removes Red Meter. Pink Meter and Orange meter now inflict Incapacitated for 16 seconds. Orange meter only inflicts Incapacitated after 30 seconds of smoke puffing have passed. Flavor text, “And when he stood in his rapidly decaying greenhouse, he fell to his knees. Years of DNA mixing, gone. Then, a thought struck him. What if I drink all of my vials?”
Iridescent Add-on Two: Reactive Substance. Lets you switch whenever you please. Reduces movement speed to 4.4/ms. Removes specific status effects caused by meters. Each time you hit a survivor, 2 random status effects are given for 60 seconds. Flavor text, “After his transformation, he spent days roaming and trying to communicate, having to resort to violence. Only then, did he realize how uncivilized and primitive humanity is.”
The Bloom’s perks let you dominate sections and parts of the game in unique ways.
Nature’s Reserve: You break those who break yours. Anytime a survivor cleanses or boons a totem, you see the totem's aura and their aura for 5 seconds. Whenever a generator is completed, a dull totem is lit. For each lit totem caused by this perk, gain a token. For each token, survivor’s suffer from the Exposed status effect after finishing a conspicuous action for 8,9,10 seconds.
Aspiration Deprivation: Those who waste your time suffer through it. After being stunned, blinded, or breaking a pallet, gain a 3% Haste status effect for 7 seconds. Each time you hit a survivor 10 seconds after the stun/blind/break is over with a basic or special attack, gain a token. When kicking a generator, press the interact button to block the generators and remove all your tokens, blocking the gen for 2,3,4 seconds per token. You may have a maximum of 6 tokens.
Midnight Switch: Each time you gain blood points for downing a survivor with your power, gain a token and (lethal rush, surprise hit, charged throw, swarmed, etc.) all survivors gain Oblivious for 20 seconds. Once you have 4 tokens, add on the Hindred status effect, 2%. Once you have 10 tokens, add on the Exhausted and Blindness status effect. This effect is only given to survivors outside of 24 meters.