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Killer Idea: The Element

Critical_Fish
Critical_Fish Member Posts: 616
edited October 2020 in Creations

Appearance: A pitch black, crystal like humanoid. (Based off of the theorized color of Astatine)

Height: Medium

Speed: 115%

Terror Radius: 32 meters

Power: Unstable Decay

6 chemistry tables spawn randomly across the map (these can be temporarily disabled by Survivors in a 25 second channel.) Start with 5 charges. Holding m2 for 3 seconds will remove 1 charge and shoot a ball in the direction of where The Element was facing (range is 24 meters, moves 6 meters per second, and goes through Survivors, but not other objects,) and breaks pallets it comes in contact with. This ball applies 1 random effect to the Survivor (If uninjured: exhaustion, hindered, just doing 1 health state of damage, exposed, blindness, or oblivious. If injured: mangled, broken, hindered, oblivious, exhaustion.) Each effect lasts for 30 seconds (the timer is paused if the Survivor is downed, but the effect still is applied.) Once all 5 charges are depleted, The Element decomposes, and can move across the map at 140% movement speed, but cannot see Survivors, attack, or vault windows. If the Element passes through a pallet during this, the pallet it broken. Passing within 8 meters of a generator regresses it by 10%. You can see scratch marks while phasing. Going to one of the 6 chemistry tables and holding m2 for 6 seconds will reform the Element, with 5 charges again. The Element moves at 105% movement speed for 10 seconds after reforming.

Teachable perks:

Half Life - Survivors have one set of afflictions applied to them, based on how many times they've been unhooked:

0 times: 25/20/15% faster repair speeds when working alone, 25/20/20% faster self healing speeds, 25% faster vault speeds.

1 time: 15/20/25% slower healing speeds while healing others and 20% slower vault speeds.

2 times: 40/45/50% slower altruistic actions, 15/20/25% slower repair speeds while repairing with others, 5/10/15% slower repair speeds while repairing alone, and 20/23/25% slower vault speeds.

Does not stack.


Compound - Gain 1 token for each Survivor who's been injured (up to 2/3/4 tokens.) All players gain 10% more blood points in all categories per token.

1 token: Survivors that are injured are tremendously mangled until they are healed.

2 tokens: Survivors that are injured suffer from the hindered effect until they are healed, and the Killer's terror radius is decreased by 4 meters.

3 tokens: Survivors that are injured suffer from the exhaustion effect until they are healed, the Killer's terror radius is decreased by 6 meters, and the Killer moves 1% faster.

4 tokens: Survivors that are injured suffer from the broken status effect but are 100% quieter, the Killer's terror radius is decreased by 6 meters, the Killer moves 2% faster, and the Killer's lunge range is increased by 1 meter.

The 4th token will be removed once every 90 seconds, and can be regained by injuring a Healthy Survivor.

Does not stack.


Nothing Lasts - Pallets break after 1 minute of being down. The timer is paused while Survivors are vaulting the pallet. Status effects on Survivors end 20/22/24% faster. Generators passively regress 1% of progress every 5 seconds while not being worked on. Exit Gates passively regress 1 second of progress every 8 seconds while not being opened.

Thanks for reading through all of this, feedback would be appreciated!

Post edited by Critical_Fish on