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Killer Concept: The Soldier (New and improved version!)
So. I originally had an idea for a killer based on a Soldier, with the intention of making him fire based. However, to make things simpler I decided to mix in the perks and design ideas from the Soldier and the power from my unused Mobster idea to make an overall simpler killer. He introduces a new type of status effect and a new type of trap to play with.
The Soldier
A tactical killer, able to block off escape routes with his Barbed Wire traps. Should a survivor try to get through these blockades, they’ll be easier to injure and hunt down. His personal perks, Brutal Rage, Shell Shocked, and Hex: Calming Song, make repairing regressing generators more difficult and mask his approach the longer a trial continues.
Attributes
Speed: 4.6 m/s (115%)
Base Terror Radius: 32 Meters
Height: Average
Power: Barbed Wire
The Soldier starts with, and has the ability to maintain 6 Barbed Wire traps. Traps can be placed on windows or dropped pallets.
Survivors who vault over trapped areas will have the “Punctured” status effect. Should a “Punctured” survivor go across a trap again, they will become injured. Areas trapped with Barbed Wire are durable enough to survive three vaults from survivors before needing to be reset. “Punctured” survivors will have to complete the “Patch Up” action before being able to heal, but they can still perform any other action.
- Firstly about the new status effect by itself. Healthy “Punctured” survivors will leave blood trails, and they will make noises of pain. Both of these effects are not as severe as actually being injured.
- If a survivor is “Punctured” and injured, they will have a slightly increased bleeding frequency and slightly louder groans of pain.
- It will take survivors 12 seconds to complete the “Patch Up” action. This action will have normal skillchecks, and must be done before a survivor can heal.
- Multiple survivors can help a “Punctured” survivor patch up.
- Even after a survivor becomes injured, they’ll keep their “Punctured” status.
- The “Punctured” status CAN synergize with the “Hemorrhage” effect, increasing the bleeding frequency of survivors whether they’re injured or healthy.
- The “Patch Up” action is not considered a healing action, and so it is not affected by Botany Knowledge, the “Mangled” effect, Coulrophobia, or A Nurse’s Calling.
- Now for how this status effect interacts with this killer. If a survivor is injured and “Punctured”, going across a trap will put them in the dying state.
- Traps on vault locations can be cleared away by survivors after completing a 8 second “Clear Wire” action, but performing this action without a toolbox will give the survivor the “Punctured” status.
- Punctured survivors can not perform the “Clear Wire” action.
- You are able to “Repair” Barbed Wire that isn’t at full durability. The time to “Repair” is the same as the setting and pickup time.
- Base setting time is 2.5 seconds. Traps placed by the soldier can be picked up again, and set in new locations at no cost. Base pickup time is also 2.5 seconds.
- Traps are seen in the world via a yellow aura. This aura will become red as its durability is used up.
- Traps are only barely visible, taking around 10% of the open window space. Survivors will have to keep an eye out even when not in a chase.
Perks for the Soldier
Brutal Rage - Your hate for progress will make sure repairs are slowed. While a generator is damaged, the regression speed is increased to .5/.75/1% from .25%. Survivors need to work on a damaged generator for 5/6/7 seconds without interruption in order to stop the regression.
“I spent too long trying to get out of that place, every little bit counted.” ~ The Soldier
Shell Shocked - The constant noise of war has shocked you too many times, so you have developed countermeasures for when loud noises happen. When a survivor completes a generator, all other generators become damaged and will start to have progress regressed. If a survivor is on a generator as another generator is completed, they will receive a moderately/considerably/tremendously difficult skillcheck. Failing this skillcheck will result in an additional 5/10/15% progress penalty.
“I don’t like loud noises…” ~ The Soldier
Hex: Calming Song - A Hex rooting its power on false safety. The the Entity rewards your efforts as the screams of survivors calm your heart, and give survivors a false sense of security. 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.
The Hex effect persists as long as the related Hex Totem is standing.
“Let the screaming distract from your approach. That’s what I did.” ~ The Soldier
Addons for the Soldier
(Common) Leather Gloves - Thick leather gloves that allow for the handling of more barbed wire.
Increases available Barbed Wire traps by 1.
(Common) Oakwood Stakes - Thicker wooden poles designed to be dug into the ground. Makes barbed wire harder to damage and remove.
Slightly increases Barbed Wire durability. (Survives +1 vault) Slightly increases the time it takes for survivors to disable Barbed Wire from vault locations. (+2 seconds)
(Common) Thorny Bramble - Common bramble laden with thorns. Added to the normal barbed wire to make injuries harder to patch up.
Slightly increases the time it takes to complete the “Patch Up” action. (+2 seconds)
(Common) Personal Journal - A journal from before the war, filled with stories of friendship and ending with the day of enlistment. Fills the reader with focus.
Slightly decreases the setting, pickup, and repair time for the Barbed Wire traps. (-.5 seconds)
(Uncommon) Smaller Wire - A smaller design for barbed wire, allowing for more to be carried without compromising function.
Increases the number of Barbed Wire traps by 2.
(Uncommon) Stake Hammer - A simple tool designed to make sure traps stay dug into the ground.
Moderately increases Barbed Wire trap durability. (Survives +2 vaults) Moderately increases the time it takes for survivors to clear Barbed Wire from vault locations. (+4 seconds)
(Uncommon) Spare Wire - Additional wire found on the battlefield in pieces. Added to normal barbed wire to make injuries harder to patch up.
Moderately increases the time it takes to complete the “Patch Up” action. (+4 seconds)
(Uncommon) War Journal - A journal during the war, filled with stories of training and ending with the Soldier’s capture. Fills the reader with focus.
Moderately decreases the setting, pickup, and repair time for the Barbed Wire traps. (-.75 seconds)
(Uncommon) Sharpened Barbs - Hand sharpened barbs, cutting deeper should someone become entangled in it.
Survivors who have the “Punctured” status will also suffer from the “Hemorrhage” status effect. The effect lasts until the survivors complete the “Patch Up” action.
(Rare) Lightweight Stakes - Stakes made from a lighter wood, without sacrificing durability.
Increase the number of Barbed Wire traps by 3.
(Rare) Support Struts - Struts screwed onto the normal stakes. Makes barbed wire harder to damage and remove.
Considerably increases Barbed Wire traps durability. (Survives +3 vaults) Considerably increases the time it takes for survivors to clear Barbed Wire from vault locations. (+6 seconds)
(Rare) Shrapnel - Various pieces of sharp metal, most originating as mortar shots. Added to normal barbed wire to make injuries harder to patch up.
Considerably increases the time it takes to complete the “Patch Up” action. (+6 seconds)
(Rare) Enemy Journal - A journal that belonged to one of those that held the Soldier hostage, filled with victories and torture methods. Fills the reader with focus.
Considerably decreases the setting, pickup, and repair time for the Barbed Wire traps. (-1 second)
(Rare) Rusted Barbs - Wire that has seen its fair share of the war. Rust makes injuries particularly difficult to heal.
Survivors injured by the trap suffer from the “Mangled” status effect. The “Mangled” effect lasts for 120 seconds after survivors complete the “Patch Up” action.
(Very Rare) War Bag - A large bag designed to carry everything a soldier would need. Emptied of its previous contents to carry more traps.
Increases the number of Barbed Wire traps by 4.
(Very Rare) Poisoned Barbs - Barbs touched by a terrible chemical that often found its way into the trenches. Those cut by the wire suffer from lasting side effects.
Survivors who have the “Punctured” status will also suffer considerably from the “Exhausted” status effect. Additionally, survivors injured by the trap suffer from the “Mangled” status effect. The “Exhausted” effect lasts for 60 seconds after survivors complete the “Patch Up” action. The “Mangled” effect lasts until healed.
(Very Rare) Opium Rations - This drug calms the senses, allowing the Soldier to be more alert to his surroundings.
Survivors who become “Punctured” will reveal their auras for 5 seconds.
(Very Rare) Brand New Wire - Developed late into the war, this wire is incredibly durable with barbs that cut painfully deep. It’s seems fresh from the assembly line.
Tremendously increases the time it takes to complete the “Patch Up” action. (+8 seconds) Tremendously increases Barbed Wire trap durability. (Survives +4 vaults) Tremendously increases the time it takes for survivors to clear Barbed Wire from vault locations. (+8 seconds)
(Ultra Rare) Odd Bottle - The fog’s recreation of a memoir that was important to the Soldier’s previous life. The contents conceal the wires to those that aren’t focused.
Barbed Wire traps will be totally invisible to survivors when out of a chase.
(Ultra Rare) Iridescent Wire - Custom made from a material found in the fog, the traps grow immensely in power at the cost of being much more fragile.
Reduces the number of Barbed Wire Traps by 2. Should a “Punctured” survivor vault a trapped area, they will be instantly put in the dying state. Healthy survivors who complete the “Patch Up” action will suffer from the “Exposed” status for 30 seconds, and have their location revealed for 3 seconds. Tremendously reduces Barbed Wire trap durability. (Survives -2 vaults)
Design:
Standard issue “Great War” Army uniform.
Cuts all along the skin, some fresh, some old, some deep and some surface level. There is a particularly deep gash in his left cheek that seems to be because of a knife rather than any barbed wire.
Slightly more compact version of standard American used barbed wire.
Primary Weapon: Trench Club
A common improvised weapon from the trenches, as its name implies. They were simple blocks of wood fitted with nails or wrapped in barbed wire so that those fighting the war would have a better melee weapon than their bayonets. The Soldier would hold this in two hands, similar to the Doctor and Huntress. The Soldier’s hit animation will have him looking down at both of his hands gripping the weapon, his grip getting shaky, relaxing, then the Soldier looking back up.
His cosmetics would consist of his weapon, body, and helmet/mask.
Trench Club
A makeshift weapon from the trenches, wrapped in barbed wire.
Bloody Trench Club
A makeshift weapon from the trenches, wrapped in wet gore.
Combat Uniform
Standard issue uniform for all who went to war.
Bloody Uniform
Standard issue uniform for all who went to war. It is covered in more than just dirt now.
Combat Helmet
Standard helmet to protect from enemy blows.
Bloody Helmet
Standard helmet to protect from getting brained.