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Killer Idea: The Magician

Dad
Dad Member Posts: 19
edited February 2020 in Creations

New Killer Idea:


The Magician

Weapon is an old magician cane, basic M1 attack, not ranged.

Levitates around the map, similar to the nurse. Tophat.


Main Ability:

* Abra

 * Throw a projection of yourself a short distance away. 10 second cooldown. (Can be affected by addons)


Secondary Ability:

* Cadabra

 * Teleport to your projection. 15 second cooldown. (Can be affected by addons)


Transmute (Third ability?):

* Try this on.

 * You can put your hat on a downed survivor.

 * If you choose to hat a survivor, you cannot use your primary or secondary abilities.

 * After the survivor is rescued from the hook, or healed from the down state, he takes on your appearance. The hatted survivor now eminates your terror radius. You now look like this survivor.

 * This survivor's aura is always visible to you as long as they are wearing the hat. The wearer of the hat is ignored by rabbits and crows. They receive a 3% bonus to repair, healing, and de-hook speed.

 * You now walk/sprint at survivor speed, and no longer levitate while moving. You no longer eminate a terror radius. The only giveaway that you're The Magician is your magician cane.

 * The hat can only be removed by The Magician. Upon wearer death the transmute effect is nullified.


Perks:

1. Out of a Hat

  * If a survivor is hiding in a locker, the magician can open any locker and pull the suvivor out, as if he were reaching into the locker the survivor was actually hiding in. This would have to be some sort of radius related perk. If more than one survivor is hiding in a locker at the time, it chooses the survivor closest to the killer. The survivor is pulled out with 50% wiggle bar completed.


2. Now You See Me, Now You Don't

  * You can step into a locker to teleport to another locker on the map. 30 second cooldown.


3. Hex: Like Rabbits

  * The crows are replaced by wandering (respawning) magic rabbits. If a survivor is within close proximity to a rabbit it can create a popup for the killer. The rabbits can be destroyed by the survivors for additional points (they're magic, it doesn't have to be stompy and graphic, just have them phase away with some Vigo effect) the number of rabbits on the map and the the respawn rate are dependent upon the level of the perk.

  * Destroying the Hex totem rooted to this perk will stop the rabbits from respawning, but any rabbits already on the map can still detect survivors until they are nullified.


4. The Ole Switcheroo (since two locker perks may cause issues)

  * Hitting a survivor with a basic attack will cause any item they are holding to turn into another random item of equal quality, the add-ons from the previous item will be added back to inventory (instead of lost).


4.4 m/s speed (survivor default speed when transmute)

24m terror radius (0 when transmute)

Tall with hat (Average when transmute)

Post edited by Dad on

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