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The Thing - Idea for Killer

The Thing is a shapeshifting killer, assuming the guise of survivors to sabotage their efforts, and turn them against each other in paranoia.

It's personal perks, Perfect Imitation, Cellular Activity, & The Warmest Place To Hide, encourage a subversive playstyle, trading power for paranoia.

The Thing is focused on infiltration and subterfuge, hiding amongst the Survivors to slowly whittle them down.


Active Power: Who Goes There?

The Thing starts assumes the appearance of one of the survivors chosen at random at the beginning of the match. 

While disguised: 

  • The Thing has a terror radius of 0m.
  • The Thing cannot attack survivors or destroy pallets.
  • The Thing can heal survivors.

Active Power button triggers a berserker rush, which causes the killer to shed the disguise, and attack for as long as the meter lasts (20s?) When the berserker rush ends, by pressing the Active Power button, the Thing adopts the disguise of the last survivor it hit.

Survivors gain a new ability, only in matches against the Thing: ACCUSE.

  • Survivors can accuse each other of being the Thing in disguise. The accusing Survivor has to perform a Skill Check. Succeeding the check reveals the Thing, which suffers a stun penalty of 3 seconds.
  • However, if the accused Survivor is not the Thing in disguise, the Survivor is hurt, and suffers from the Broken status effect for 30 seconds.

Repeated use of Accusation makes the Survivors PARANOID. Wrong Accusations generate more PARANOIA. For each tier of PARANOID, Skill Checks grow in difficulty, and the Survivor hears the Terror Radius.

  • TIER 1: Moderately difficult Skill Checks, and the Survivor hears a dull heartbeat (as if the Survivor was on the edge of a 32m Terror Radius)
  • TIER 2: Considerably difficult Skill Checks, and the Survivor hears a loud heartbeat (as if the Survivor was on the edge of a 16m Terror Radius)
  • TIER 3: Tremendously difficult Skill Checks, and the Survivor constantly hears a heartbeat as if the Killer were right behind them.

 

Perk 1: Perfect Imitation

The Killer cannot sabotage generators. Instead, the Killer crouches down, and slowly regresses any progress made to a generator.

"If I was an imitation, a perfect imitation, how would you know it was really me?" - Childs

 

Perk 2: Cellular Activity

The Killer can interact with items to plant a Cell on them. When the Survivor interacts with the item, the Cell is placed on their body, broadcasting their Aura to the Killer. This Aura can be seen by the Killer from a range up to 24/36/48 meters. Cells can be removed when the Survivor is hooked or healed. Only 1/2/3 Cells can be active at any given time.

"When a man bleeds, it's just tissue. But blood from one of you Things won't obey when it's attacked. It'll try and survive. Crawl away from a hot needle, say." - MacReady


Perk 3: Hex: The Warmest Place To Hide

A collection of Hexes give warmth to the realm. As long as it is active, the Killer gains a 10% speed boost, with a bonus 1% for every other active Hex Totem, up to a maximum of 5. When all Hex Totems are cleansed, the Killer suffers a 15% speed debuff, and the Survivors all suffer from the Hindered status.

"D'ya think that thing wanted to be an animal?! No dogs make it a thousand miles through the cold! No, you don't understand! That thing wanted to be US!" - Blair