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Hell On Earth - Hellraiser Chapter (Pinhead)
Lets bring Hellraiser into this!
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The Priest
A hellish killer, his ability, LEVIATHAN'S BLESSING and LEVIATHAN'S SACRIFICE, forces survivors into dangerous positions and creates empowering hooks. His perks, ALGOPHOBIA, DEAD WEIGHT, and POST-TRAUMA helps him progressively get better at chases and punishes non-altruistic survivors.
ABILITY
The Priest's primary ability is called LEVIATHAN'S BLESSING. At will, the Priest can place a trap on a wall or on the ground.
If placed on a wall or the ground, there will be a small black spot indicating a hook trap. These cannot be destroyed or interacted with by the Survivors.
If trapped against a wall, The Priest can aim one or multiple nearby traps. Once aimed and fired, hooks will shoot from them at wherever they were aimed. An orange highlight is used to indicate where the hooks are aiming.
(https://youtu.be/7FsrsyjzSIQ?t=95) This link will act as a visual representation of how aiming with the hooks would be in practice, since I can't explain well; the hooks will follow a reticle indicating where you want the hook to fire relative to where the trap is placed.
If a hook is fired and it hits a Survivor, they will be stuck. Attempts to go further than HOOKED RANGE (the spot in which the survivor was hooked relative to the trap) will cause the hook to go tight and slow the Survivor down, granting the Hindered status effect for 25% as they stretch out the hook and it clicks out bit by bit. If they move closer to the hook than its HOOKED RANGE, then the hook will go loose and they are more freely able to move. Think of it as like trying to tug against a leash versus walking toward where the leash has you chained.
After a Survivor leaves a hook's MAX RANGE, the hook will rip from their body and bring them down one health state. A Survivor can be hooked by more than one hook, but will not grant an additional Hindered status effect if they attempt to go beyond their Hooked Range.
After The Priest picks up a downed Survivor, LEVIATHAN'S SACRIFICE will proc instead of LEVIATHAN'S BLESSING. With LEVIATHAN'S SACRIFICE, it will allow the Priest to summon a chained hook from the sky or ceiling, lowering down for him, and letting him hook a survivor then and there.
While a survivor is hooked on LEVIATHAN'S SACRIFICE, they cannot enter the Struggle Phase, and progression to the Struggle Phase is slowed by -50%; once hooked on a regular hook after being hooked by LEVIATHAN'S SACRIFICE, it will not proc the Struggle Phase. If hooked on LS after a survivor has reached the Struggle Phase on another hook, the survivor's progression will continue to drop but with no struggling. The progression will NOT reach less than 10%. Again, if hooked after reaching a Struggle Phase on LS, it will not proc death. However, while hooked by LEVIATHAN'S SACRIFICE, all vault points are blocked by small hooks, and any failed skill checks on a generator will cause tiny hooks to spring out and injure the survivor as will as making them stuck, being forced to remove hooks one by one until free.
These effects persist as long as a survivor is hooked on LEVIATHAN'S SACRIFICE.
STATS:
TERROR RADIUS: 32 Meters
MOVEMENT SPEED: Average Killer
LUNGE RANGE: Very Short (1.25 meters, made up for by killer powers ideally).
And some other stats I'm too lazy to clarify, but those are the most important.
PERKS:
= Algophobia =
Filling the survivors with the fear of pain grants you newfound energy and the survivors undeniable fear of experiencing it again.
- For every survivor that is healed to full, gain a token.
- For every token, gain 1% haste.
- Survivors that recently healed gain 5% haste for 10 seconds of a chase starting.
- For every chase that is lost without injuring someone, lose one token.
- Maximum of 10/11/12 tokens.
"Pain has a face. Allow me to show it to you. Gentlemen; I. Am. Pain." - Elliot Spencer, 'The Priest'
= Dead Weight =
The Entity helps punish those who do not fear for others who are nearing death.
- Whenever a survivor rescues another from a hook who is in the struggling phase, survivors who are further than 32/28/24 meters from the hook experience the Exhaustion status effect for 120 seconds.
"Time to play. Time to play." - Elliot Spencer, 'The Priest'
= Post-trauma =
The thought of encountering you again fills the survivors with dread.
- After injuring a survivor without downing them, injuring another survivor within 30 seconds will give both survivors inefficiency, causing a 80/85/90% consumption of item charges for 80 seconds.
"We have such sights to show you." - Elliot Spencer, 'The Priest'
Comments
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I think Algophobia might be very strong on faster killer's like Spirit and Ghostface. It might be too many tokens. It's an up and down situation where as the survivor has haste but it leaves.Then the killer gains bloodlust and then the survivor gets a boost from the hit.
Also if you hit a survivor do they gain haste again?
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I like the power and idea though sounds really scary.
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I don't think it's too different than Play With Your Food; with PWYF you get up to 15% haste at full stacks. Trouble is you lose those stacks quickly.
With Algophobia, you have to let them heal 12 times throughout the match in order to gain it's full effect. Not only that, but you have to make sure they don't end a chase with you before you injure them, or else you start losing stacks.
And if you down someone you don't get stacks. It only works after a survivor is healed from injured to full.
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@Rezblaze yeah you totally right. I have a better understanding of it now. It's a great concept !
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Its fun looking back on these.
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