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Licensed Killer Idea: The Alien (Xenomorph)
Base Appearance: The base design for the Xenomorph Drone.
Possible Cosmetics: Warrior design, Boiler design, any other humanoid species of Xenomorph could work really.
Speed: 115% (4.6m)
Terror Radius: 32m
Height: Average (Hunched over while walking)
Ability: Perfect Organism
While holding m2, the Alien enters a crawling state where it's height is decreased to that similar to the lower end of a pallet that has been thrown down. It takes about half a second to enter and exit the crawling state, where the Alien's speed is decreased to 80%. While crawling, the Alien's speed is decreased to 100% (4.2m), but it's Terror Radius is decreased to 8m. As long as m2 is held down, the Alien can climb onto walls and ceilings, as well as an increase to the speed of vaulting a window. The Alien also gains the ability to climb slowly over pallets while crawling, but cannot break them. The speed of the vault over a pallet is about the same as a Survivor's slow vault. When the Alien exits the crawling state, they gain a 10% speed boost for 1 second.
Add-ons:
Add-ons would include:
Increase the vaulting speeds while crawling.
Decrease the time it takes to go into and come out of the crawling state.
Increase the speed of crawling on the ground.
Lengthen the duration of the speed boost after exiting the crawling state.
The red Add-ons, however, would be:
Silent Approach: While using their ability, the Alien gains the Undetectable status effect, and can also see the auras of all Survivors within 8 meters of them.
Heavy Armor: While using their ability, any pallets dropped on the Alien will instantly break (but it will still be stunned). Any pallets the Alien climbs over will also instantly break, though when this happens the break will be completely silent. Any Survivors that drop a pallet on the Alien while its crawling (this does not include entering or exiting the crawling state) will suffer the Exposed status effect for 20 seconds.
Teachable Perks:
Heat Sense - Heat Sense can be activated by pressing the Active Ability button. Killer Instinct is triggered, revealing Survivors within 12 meters for 3 seconds. Heat Sense can only be activated once every 40/30/20 seconds.
Cold Blooded - The auras of the Killer and the Killer's belongings are changed to a moderately/considerably/tremendously translucent light blue.
Hex: Hivemind - For every Survivor working on a generator past 1 Survivor, progression to that generator is slowed by 6% for each Survivor on it. If there are 3 or more Survivors on a single generator, all Survivors auras outside of 32/28/24 meters are revealed to the Killer.
Thank you for reading through this mess, feedback appreciated!
Comments
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Heat Sense: I don't imagine myself or anyone using this. Radius is way too small, you'd have to be blind to not see somebody within 8 meters.
Cold Blooded - This perk has NO REASON to exist. None. It's just- What made you think this was a good idea? Why? Are you honestly that f#cking idiotic to think an aura color change would make a difference?
Hive Mind: Not a terrible idea, just lower it down to activation with 2 people instead of 3. However I do think the secondary effect is excessive.
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Heat Sense is just mostly to find someone who's hiding near a gen or something. Specific use case, but good if it's all you have.
Let me explain to you how many things Cold Blooded counters. Negates half the use of the key, hard counters object, alert, babysitter, and buckle up. I did think of adding that it also affected the auras of chests, totems, and generators, which would counter so many other perks that I do not care to list. Would you like me to change it so the aura isn't shown at all? Probably wouldn't since someone in your SWF using object. Cold Blooded and Heat Sense are made with the same philosophy; Make them good in some cases, but not in others. I don't like op perks. I like good perks, and I believe these 2 are, though a bit situational. And just saying, Cold Blooded is so much better than a lot of other perks. Cruel Limits, Shrine, Spies from the Shadows, the list goes on.
Hive Mind is just broken really, especially with that second effect. I guess it shows my idea of a perfect SWF team. 2 on gens, 1 on altruism, 1 on chase. I will probably just remove the second effect (reveals auras of all survivors within 10 seconds of the first effect activating, for future reference).
Thank you for your opinion.
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Heat sense - If you want it to be used on survivors working on gens, use either Surveillance or Discordance. Both perks are more effective. Heat sense itself is way too weak, as 8 meters is essentially as far as you breathing down their neck. Extend the range, or rework their effects to be more gen focused.
Cold Blooded - An aura change and dim still doesn't help. It counters no perks. If the perk hides your aura at all times, it becomes op. As it cripples the Survivors' consanstantly with no drawback. Better off reworked.
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Heat Sense is meant to see Survivors after they ran off and hid when you came near a gen they were on, or if they hide after escaping a chase, etc. I probably will extend the range though.
Cold Blooded makes it harder to see the aura, so anything with a set timer to see the killer's aura is much less effective. Object of obsession also allows the killer to see the Survivor's aura, so making the killer's aura harder to see even for a split second is enough for the killer to get the info and get close enough for object to no longer work. Like I said, situational, but still good in the use cases it has.
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Also would you like to look at my suggested change that was NOT sarcasm?
Thank you.
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Changed the following perks:
Cold Blooded: Now includes Killer's Belongings in the aura change (previously only effected the Killer.)
Hive Mind: Extended the time it took to see auras by 5 seconds (previously 10 seconds,) and the debuff to action speeds is no longer hidden.
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Well, it's been awhile. But I've come back with changes to basically everything.
First off, the power was entirely reworked. The crawling is still the main factor, but it has basically everything changed about it.
Second, I added details about the Add-ons for the power.
Lastly, multiple changes to the Alien's teachable perks:
Heat Sense: This used to be unable to be activated while in a chase, this was removed.
Cold Blooded: Emphasized in the text how hard the aura should see, though no change in the effect itself has been added.
Hive Mind: Decreased the debuff of action speeds by 4% across all levels, but also decreased the time it takes for the aura effect to apply.
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I like this, but I also have a concept about this! I reccomend you check it out. I'm not saying mine is better, because this is pretty damn good, but I think you'd like it!
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Thank you! And will do, I'll be sure to look at it!
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Fixed some spacing issues, as well as made one ability of Silent Approach part of the Alien's base kit. This would be the speed boost when exiting the crawling state.
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As a huge fan of the Alien franchise, I couldn't be anything but excited at the idea of the Xenomorph finally being introduced.
The crawling system fits the alien quite perfectly and illustrates its stealth abilities quite nicely.
The one thing I would add (but that would require some thinking time) is an alternate power/ability using the Xenomorph's eggs. You GOT to have something involving the eggs, dude. ;D
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I've seen the egg concept thrown around quite a bit for an alien killer, aand....
I hate it.
We have 2 trapping Killers already, and the Xenomorph drone is a mobile hunter that is basically made to hide in impossible places. There's so many thing to highlight other than the eggs a drone can't even create.
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My take on this is:
Climbing walls and ceilings might be a bit vomit inducing and I'm not sure this would be the greatest use of the Xenomorph
Heat sense would be hard to use with killers who already have an active ability button. Not to mention that it's not that great a perk unless you're super new to the game. Besides that the cooldown is ridiculous. Heat Sense would be better with a larger radius and activated by standing still. Cooldown needs a massive reduction at the very least.
I don't understand Cold Blooded, the killer won't need to see themselves and the only thing worth seeing are the hooks.
Hive Mind isn't that bad but the there's a lot of tier changes, you could easily make the cooldown a fixed time of 90 seconds and it'd still work just as well without a long ass cooldown.
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The Alien vs Predator game already exists, and the Alien as a Killer would me much slower than it was in that game, so I think it'd be fine. I've also already demonstrated my distain for the egg related abilities, seeing as not only is there a lot of overlap with other Killers, but they don't make sense for a Xenomorph Drone anyways.
I'll definitely implement those changes to Heat Sense, thank you! By active ability button, I meant the same button as Dead Hard, but I didn't know it referred to the CTRL button at the time.
Cold Blooded affects the way the Survivors see your aura, and your belongings auras, which is why it makes it harder to see the auras. I also realize now that there's no change between the levels of Cold Blooded, I'll implement those after this conversation is done.
For Hivemind I will definitely remove most of the tier changes, probably only leaving the aura length one. Would 12% flat work for the slowdown?
Again, thanks for the feedback!
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If you do that I think Hivemind would be better off affecting the generator with the most survivors on it at that time and slowed for 6% for each survivor on it (12% for 2 as you said, then 18 and 24%) that would be the best use of a flat rate of gen penalty. The power of this perk would be debatable because it would penalize teamwork but working by yourself forces the killer to wander the map all over and find people working on 4 different gens to avoid the penalty. That being the case it might be less discouraging to survivors if it becomes a Hex totem as they may be more willing to collab on a generator since "surely someone will go looking for it" and would encourage willingly slowing progress when someone stops to go search for it. Combine that with Undying and it wouldn't be too bad either.
In retrospect, you'll need to list how long it lasts. Until a generator begins regressing? So long as gen progress is being made?
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So long as progress is being made most likely. I like that idea though, thanks!
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Changelog:
Heat Sense now has a shortened cooldown, from 50/40/30 seconds to 40/30/20 seconds.
Hivemind was entirely reworked, from:
"If 2 or more Survivors are doing the same thing (repairing, healing, etc.), Survivor action speeds are reduced by 8/12/16%. If 3 or more Survivors are doing the same thing after 16 seconds of the action speed decrease, all Survivors have their auras revealed for 3/4/5 seconds. Hive Mind can only be activated once every 120/100/80 seconds."
To:
"Hex: Hivemind - For every Survivor working on a generator past 1 Survivor, progression to that generator is slowed by 6% for each Survivor on it. If there are 3 or more Survivors on a single generator, all Survivors auras outside of 32/28/24 meters are revealed to the Killer."
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I feel like the Xenomorph could just be a Legendary skin for Demogorgon.
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I really like this concept! Cold blooded kind of confused me but after that I think it’s pretty good
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So i really like the general concept, but the power feels underwhelming. In its current state its a weaker version of pigs crouch except you can vault and move up walls.
Power suggestion - make it 100% move speed with undetectable, 100% survivor vault speed, can go up certain wall paths (kinda like when you are playing as the infected in left 4 dead).
I would add a secondary ability. Like, make it a "young queen" who can lay a certain number of eggs on the map and when survivors walk or run within 6 meters a face hugger jumps out and works basically as if victor were attached to them
Perks
I like a concept of heat vision but the problem is there are killers that already use the alt ability button, so there would be a programming conflict. I would make it a condition such as "after using a break action"
Cold bodied has some potential but needs some tweaks. First off there's no level up stages. I would say "survivors more than 64/48/32 meters away can not read your aura while walking, running, or performing interactions" something to that effect
Hive mind is confusing and able to be countered by survs. If they know you have it, they could start co-opting on something and stop to reset the 16 second timer. I would rework to say "survivors get a 8%/12%/16% speed reduction while doing cooperative actions. If any survivor preforms cooperative actions for a cumulative 30 seconds, all survivors aura are revealed for 6 seconds, which then deactivated hive mind for 120/100/80 seconds." Something to that effect
These are all just suggestions, do as you want with them. I have several chapter concepts under my belt and I love seeing other players come up with their own. I also know what its like to have a concept picked apart repeatedly, so don't get disheartened.
Way to be a jerk for absolutely no reason. These are for fun and he took time to share it with us. Give people who are trying to be creative a little bit of slack
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Oh, I also gotta say, I'm disappointed there's no acid blood aspect. Like " healthy survivors who stun you with a pallet or perk become exposed for 30 seconds". Perk or power, I just love the acid blood!
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Thanks for the suggestions on the power, but I really do not like the concept of the eggs. Trap Killers aren't Killers I enjoy playing, and it'd have major design overlap with 2 Killers, as well as just... not making sense, even as a "young" queen, seeing as queens cannot produce eggs until they're older.
The problems with Heat Sense have already been explained. It's just the same button as Dead Hard.
I was going to add level up stages to Cold Blooded, but forgot to. Thanks for reminding me!
Hex: Hivemind's purpose for being as it is is explained in previous comments, being mostly:
"That being the case it might be less discouraging to survivors if it becomes a Hex totem as they may be more willing to collab on a generator since "surely someone will go looking for it" and would encourage willingly slowing progress when someone stops to go search for it. Combine that with Undying and it wouldn't be too bad either."
Yeah, it's weaker than Hex: Ruin, but it does allow for greater freedom of the Killer to not have to interrupt the generator progress, so they serve different purposes, with Ruin requiring greater skill to be used, but with a significantly greater reward.
On this, I didn't have room for it (and maybe kind of forgot.) Plus, I wanted to focus more on the Alien's offensive capabilities, such as its heat sense.
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