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The five billionth FNAF chapter concept
Yes yes I know, FNAF doesn't fit, this is overdone, FNAF is for kids, mhm mhm yes yes. Consider: I don't care. Scary bear game is special to me. No amount of bullying will get me to stop loving fnaf. But who cares about my connection to this series, you're here for blocks of text about this guy in the game.
My idea for Springtrap (I call him The Rotten in the power) has gone through multiple iterations. First was the worst power designed by anyone ever, where he could trap generators and people who stopped working on them were injured. Terrible. Then the slightly less terrible but still bad design of 4 animatronics wandering around that can be activated to pressure survivors. Still boring and poorly made. Now, this one, the one I'm actually a lil bit proud of. Lil bit.
Notes and justifications: The idea here for the playstyle is to make Springtrap an 'M1' killer in the sense that he doesn't have some special attack, since in the games little makes him special enemy wise. I wanted to include the aspect of jumpscares so giving a power that makes him undetectable was a no brainer. He's heavily inspired off of Sadako, what with having a form where you can't attack and are undetectable, but I think they'd play different enough. The movement speed boost is to help with map traversal, numbers might need to be tweaked higher or lower, these are mostly rough concepts. The red flashing lights are a reference to Ventilation Errors, which Terror is supposed to kinda almost maybe represent if you squint. Terror is meant to serve as an anti-chase tool that forces survivors to consider more than just the current loop, but loops they can transition into as well. Strong at loops with mostly vaults, weaker at pallet loops but not worthless. The slower pallet vault speed is also NOT a slow vault, imagine a medium vault for pallets. It'd ideally have a new animation or smth. Phantoms are there mostly so if you used up all of your Phantom Mode for traversal, you still can do something, alongside helping at pallet loops. It's really rough as is, due to the skill check and run buttons being the same, it's just an idea really. It'd likely more shine with add-ons. SPEAKING OF- the two ultra rares only.
Notes and Justifications: Scooper is meant to be an all or nothing kinda tool. If you hit them, direct upgrade. If you fail to, direct downgrade. To make sure it's not just a huge upgrade over stock for good players, the duration and the slower exit make it's traversal weaker. Iridescent Blueprint is an add-on based around phantoms. With them inflicting terror more, your idea is to use phantoms for terror, then Phantom Mode for a faster injure. The movement speed is to keep this in check from being free hits. If too weak, it could maybe also down, but remove Terror after an injure like this. Numbers could change on these, again it's mostly just concepts with numbers for reference.
Now, perks. Before we get into these I wanna mention the core ideas from these perks is from long long ago when I sucked at making concepts (I mean I still do but less). For my own nostalgia I wanted to keep the core ideas at play, no matter how mediocre they are.
Justifications: A sidegrade to Sloppy, where instead of slowing down heals for gen pressure, they straight up can't heal for faster chases in the future. Looking at this again, I think it could use a cooldown. be lucky this is it, the old version had you broken for TWO MINUTES. What was I cooking???
Justifications: Drop chase to get surprise attacks. Good for hit and run killers like Sadako who tend to smack and then leave. Not legion ironically lmao. Made it a Hex because undetectable is STRONG in the right hands, but it could be supplemented with just a cooldown.
Justifications: This is my least favorite design but if they're gonna keep adding skillcheck perks (Undone) then why not? Mostly only good on doctor. You could make it so these generators don't get greats to give it slightly more use. I also have the idea for it being a passive where every gen completed makes all skillchecks 10% harder, up to of course 40%. But I don't feel like rewriting this one lmao
Now, survivor perks!!! Everyones favorite!!! Uh the survivor would be like, Michael Afton ig who cares lmao. Again, old perks that I wanted to keep the core design of, so expect jank.
Justification: Flashlight builds funny. Run with Champion of Light or Residual Manifest for funny squared. You could also make this like, I dunno, make the killer blinded for longer I guess. Something flashlight related though. I made ones brought in the trial not as good simply because having on demand 30% extra charges might be a lil strong, but that could be removed if not.
Justification: Like kindred, but for carrying! I think this could be niche but useful in some situations, like survivors trying to time sabos, or just as general knowledge on where the killer is at that moment.
Justification: This one changed the most. Used to be after staring at the killer for a few seconds everyone would see their aura. Boring. BLEH! This one? Sleek, new, includes all the latest features! To clarify, this shares only auras. So if someone has Deja Vu, and another survivor is in the boon, both survivors will see the gens, but only the one with Deja Vu would get the 6% boost. I'm proud of this one :3
Anyway, that's about all. Map would be like an amalgamation of the first 3 maps since otherwise they'd be too small and the Pizzaplex would be too big. If you have criticism, comments leaking my address for daring to discuss scary bear game, or raging lunacy about lizard people, leave them below please. I welcome all criticism, constructive or no, and would love to clarify anything you're confused about. Thank you for reading, reality is an illusion, the universe is a hologram, buy gold, and goodbye! :3