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Licensed Killer Idea: The Pyro (Team Fortress 2)
Appearance: The base Pyro skin. Cosmetics can include basically anything from Tf2.
Speed: 115% (4.6m/s)
Terror Radius: 36 meters
Height: Tall
Ability: Firepower
The Pyro can use CTRL to cycle inbetween 3 weapons. The Fire Axe (the standard weapon), the Flamethrower, and the Flare Gun.
The Flamethrower has 200 charges, and 10 charges are depleted per second of use. While this weapon is out, the Pyro moves at 110% speed. The fire from the Flamethrower has a range of 8 meters, and can be shot constantly by holding down m1. m2 can be used to airblast, which will launch any survivors in the range forwards and to the side, greatly throwing off control and removing all momentum they have. The airblast uses 20 charges, and cannot be held down like the fire. The fire can ignite pallets and Survivors if it is on them for half a second (5 charges). Being ignited by the Flamethrower injures Survivors, but cannot down them. An ignited pallet will be on fire for 90 seconds before being destroyed, but will be destroyed instantly after 2 seconds of sustained fire. Vaulting an ignited pallet will ignite a Survivor, and injure them, but cannot down them. Being ignited inflicts the "burning" status effect, which will be detailed later. There is no way to gain charges back.
The Flare Gun has 8 charges, but must be reloaded after using each charge. While this weapon is out, the Pyro still moves at 115% speed. The Flare Gun has a range to, and flies as fast as, a fully charged Huntress Hatchet, but with a much smaller hitbox. Being hit by a flare will ignite a Survivor and inflict the "burning" status effect, but will not do damage. If a flare hits a burning Survivor, however, it will be an instant down. There is no way to gain charges back.
Burning: While burning, Survivors' items will slowly deplete in charges. This cannot be removed without a Med kit, Self Care, or help from another Survivor, and must be removed before being able to be properly healed. It takes 10 seconds to be removed by another Survivor, and is affected by the speed changes from Med kits and Self Care. There are no skill checks when removing this.
Add-ons would include:
- Inflicting secondary effects with the Flamethrower or Flare Gun
- Increasing the power of an airblast, at the cost of more charges
- Increasing reload speed of the Flare Gun
- Increasing the speed pallets would be destroyed when ignited
- Decreasing the time it takes for objects to be ignited
Iridescent Add-ons:
The Phlogistinator - After 1 second of sustained fire, the Flamethrower will instantly down a Survivor. The airblast cannot be used. The rate charges are spent increases tremendously.
The Man Melter - The Flare Gun will not ignite Survivors, and will not instantly down them if they are hit by it. The projectile travels considerably faster. If this hits a burning Survivor, it will remove the burn, but the next hit from either the Fire Axe or the Flamethrower will instantly down a Survivor.
Perks:
Power Jack - After damaging a generator, it cannot be worked on for 10 seconds. This effect can only activate once every 40 seconds. If 2 or more generators are being worked on at once, progression is slowed by 8/12/16% for all of them.
Overheat - For every 10 seconds a Survivor is downed or hooked, any item they are holding loses 5/10/15% of its charges.
Hex: Boiling Point - For the first time the Killer hooks a Survivor, this perk gains 1 Token.
- 2 Tokens: If you down a Survivor, all other Survivors have their repair speeds decreased by 10/15/20% until they are unhooked or picked up. This only works when the Killer is at least 24 meters away from the downed or hooked Survivor.
- 3 Tokens: Healing, sabotaging, repairing and cleansing speeds of Survivors are decreased by 50% for each Survivor that is hooked.
- 4 Tokens: For every generator that is not completed, the Killer moves 2% faster.
If this perk's Hex Totem is cleansed, 1 Token will be lost and it will appear at another Dull Totem.
Thank you for reading this! Feedback would be greatly appreciated!
Comments
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I wonder if the survivors believe in magic, cause they screwed.
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A realistic version of the Pyro would be jet fuel mixed with nightmare fuel.
Boiling Point and Devour Hope.
Power Jack and Trial of Torment.
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