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Killer Idea: The Keeper

Critical_Fish
Critical_Fish Member Posts: 618
edited October 2019 in Creations

I came up with a bunch of ideas for killers based off of the emblems. I guess lore would be the Entity wanted to see if it could make killers more efficient then the ones it has kidnapped.

Appearance: An amalgamation of gears, wires, and the Entity itself. It also has a small generator buried into the left side of its head. The weapon is a hook made from the Entity itself.

Speed: 115%

Terror Radius: 32m

Power: Closing the Gates

When damaging a generator, regression goes moderately faster (can be increased with add-ons). The Keeper can also regress exit gates, 1 second for every 5 seconds it has been regressing (can be increased with add-ons). While holding m2, see the auras of Survivors within 8 meters of a generator within 32 meters of the Keeper.

I know the power is simple, but the concept is even more simple, so yeah.

Red add-ons (The only cool ones):

Iridescent Gear - Generators that are regressing are highlighted white. Regression of generators are decreased tremendously.

Red Lever - The end game collapse starts when the last generator is completed. Opening exit gates takes moderately less time.

Teachable perks:

Corrupted Objective - Each time a generator is completed, the killer gains 3% haste for 4/8/12 seconds. Scratch marks are much brighter for 10/14/18 seconds after a generator is completed.

Fear of Containment - For every 5/4/3 generators left on the map, survivors are afflicted with 1 random effect (slight mangled, hindered, oblivious). During the first 30/35/40 seconds of each match, survivors are afflicted with exhaustion. Exhaustion only decreases when not sprinting.

Locked In Hell - When the last generator is completed, the exit gates are opened 10/20/30% slower for 4/8/12 seconds after they start being opened. Survivors opening exit gates are afflicted with the oblivious effect.

Thank you for reading through this, feedback appreciated!

Post edited by Critical_Fish on