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Big Daddy Killer Concept
Killer: The Protector
Base Stats:
32m terror radius, Tall, 115%
Power: Fruits of Rapture;
Rapture has developed many powerful gifts for its Protector. The Protector has a supply of Eve which it can expend to use powerful abilities to its advantage. Eve naturally replenishes 1% per second, but you can also regain 50% by hitting Survivors with basic attacks.
Special Ability: Drill dash
The herculean strength of The Protector is brought into a thundering charge.
Press and Hold Ctrl for 2-seconds to enter a Drill Dash. During Drill Dash you move at intense speeds, with minimal ability to turn. Drill Dash will destroy any Pallets or Breakable Walls it hits and damage Survivors.
Costs 10% Eve to enter Drill Dash, and an additional 1% Eve per second. You do not passively regain Eve during Drill Dash.
Special Ability: Electro Bolt Plasmid;
Rapture’s unrestrained advancements grant inhuman abilities.
Press M2 to shoot a bolt of lightning at a limited range(10m). Shocked Generators begin regressing and suffer a 10% regression penalty. Shocked Survivors become Hindered (50%) for 1-second.
Costs 20% eve to use.
Add-ons
Very Rare Add-on, Winter Blast Plasmid;
Replaces your Electro Bolt with a Blast of freezing winds. Objects(Windows, Generators, Pallets, etc.) hit by the Blast are blocked by the entity for 15 seconds.
Survivors hit by the Blast are incapacitated for 15-seconds.
Costs 20% eve to use
You can only have 1 plasmid Add-on equipped at a time.
Very Rare Add-on, Incinerate Plasmid;
Replaces your Electro Bolt with an explosive fireball.
Press M2 to launch a fireball that explodes upon contact, creating a large explosion (4m radius?).
Survivors hit by the explosion become broken for 90-seconds. Destroys all dropped pallets and breakable walls within range of the explosion.
Costs 80% eve to use.
You can only have 1 plasmid Add-on equipped at a time.
Very Rare Add-on, Cyclone Trap Plasmid;
Replaces your Electro Bolt with a swirling trap of wind.
Holding m2 places a Cyclone Trap. If a survivor moves over a Cyclone Trap they are damaged and gain 50% haste, but their turning ability is reduced.
If you play a sixth Cyclone Trap, the oldest one is removed. Cyclone Traps can be disarmed by survivors.
Costs 20% Eve to use.
You can only have 1 plasmid Add-on equipped at a time.
Very Rare Add-on, Electro Bolt++ Plasmid;
Replaces your Electro Bolt with surging lightning.
When you shock a Survivor or Generator, shock all unshocked Generators and Survivors within range(10m).
Costs 20% eve to use.
You can only have 1 plasmid Add-on equipped at a time.
UR Add-on, Iridescent Drillhead;
A glass drill made from the fog. It fills the body with unnatural strength.
Hitting a Survivor, Pallet or Breakable Wall doesn't stop Drill Dash.
Considerably increases Drill Dash movement speed.
UR Add-on, Mr. Bubbles Doll;
A child's memento of the best daddy.
Regain an additional 1% Eve, per second, for every Survivor Hooked or in the Dying State.
Perks
Drill Lurker:
Reveals the Red Light to the Killer.
Increases the lunge distance by 10/15/20%.
Extended Reel:
Reveals the aura of Survivors who can see your aura.
Increases the duration of auras revealed by 2/3/4-seconds.
Drill Specialist:
When a survivor is damaged by a Special attack,they become Mangled and Hemorrhage until healed and Exhausted for 2-seconds.
Gain an extra 300/450/600 Deviousness and Brutality bloodpoints for Special attacks.
Moderately increases the missed and successful basic attack recovery time.
Notes
- While this is pretty much-based off subject delta, it could easily be applied to a generic bouncer.
- Drill Dash is primarily conceived as a form of mobility, not as a method of harming Survivors. Working so long as the associated button was held but being hard to maneuver and quick to charge.
- Drill Dash is pretty much hillbilly's chainsaw without the insta-down or the initial turning rate but with a faster charge time.
- The use of Plasmids was to help differentiate The Protector from other Killers. Add-ons completely changing its power in a way no other Killer, besides Freddy, can do. That it could be so many different kinds of Killers, making any 2 matches different in terms of strategy and counterplay despite featuring the same Killer.
- Plasmids would have a small but decent range, ~10m
- Electro Bolt makes The Protector into a slowdown Killer, with a limited ability to end chases quicker.
- Electro bolt's hindered is powerful but ends quickly, but has the ability to be quickly reapplied. A good Protector would have to aim accurately and manage their remaining Eve to get use it.
- Numbers would absolutely be changed if this was too oppressive, these are all rough numbers to give an idea of how the power would work.
- Winter Blast can end chases quickly by depriving options, as well as forcibly halting Generator progress. It's weakness being that survivors can avoid the blocked obstacles.
- Survivors can also let themselves be hit by the Blast to go through the window.
- Incinerate adds a single powerful but expensive projectile that hits multiple Survivors, quickly injuring them.
- Unlike plague's vile purge, Incinerate would apply the damage speed boost and lack of collision.
- Cyclone Trap turns the Protector into a trap killer, similar to the trap, preparing traps to damage survivors.
- Cyclone Traps make survivors fly forward at high speeds, but with little ability to turn, mean they're likely to get stuck on walls.
- The cyclone Trap's 50% haste stacks with the 50% damage speed boost.
- If 3 Survivors were standing in a line, 10m apart; Electro Bolt++ would jump to all 3.
Comments
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honestly bro, a lot of that could be reskinned from already existing assets and what not (kinda i guess), but that is just too much for one guy. almost completely broken. idk if its broken as in needs to be fixed or broken as in op.
the drill rush kinda cool, who cares if we got similar killers.
the plasmids were nice, but all those effects and stuff...gonna need to tone it down a lot.
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this is epic
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to clarify; you can only have one plasmid at a time, and which plasmid you have depends on your add-on equipped. think freddy's dream pallets
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yes i understand that, but i just think it's just so odd that his add ons can change his power so much and so drastically. just hard to wrap the old noggin around.
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fair. it's just a stylistic choice to fit the Bioshock games.
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