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New Killer Concept - The Teacher
(Based on the scrapped concept for a teacher killer)
Time in-game when I started this concept: 273 hours
Time in-game when I finished this concept: 337 hours
Chapter #??: Suspension
The Teacher:
Name: Edith Holsburry
Terror Radius: 32 meters
Speed: 4.6 m/s (115%)
Height: Average (5 foot 8 inches)
Difficulty: Easy
Weapon: Razor Ruler (a crude, yet effect way to punish mistakes made)
Successful Basic Hit Animation: The Teacher daintily wipes the razor clean
Mori: The Teacher riddles the survivor with multiple slashes from the Razor Ruler, ultimately summoning a mini-Impeding Wall, splitting the survivor down the middle.
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Power: Detention;
Allows The Teacher to summon murky, orange and brown Impeding Walls. Each Impeding Wall is 24 meters long and reaches 20 meters upwards. A maximum of 5 walls may exist at any time. The walls have collision and cannot be passed through by survivors or The Teacher and cannot be will not continue on through walls. Said walls will fade away after 40 seconds, or will shatter if a survivor is hit with a basic attack during these 40 seconds.
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Special Map Element: Time-Out Chair;
Up to 8 Time-Out Chairs spawn on the map. You can place survivors into these chairs while carrying them, which counts as a hook state. Upon being rescued from the chairs, survivors suffer from the Oblivious and Blindness status effects for 16 seconds. The auras of the chairs are shown in dark orange.
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The Teacher‘s Teachable Perks:
Actions Have Consequences: Every time you’re stunned, the generator with the most progress explodes and regresses by 6%/9%/12%. After exploding, it becomes blocked for 7/13/19 seconds.
Teach Them a Lesson: Every time a generator is completed, Teach Them a Lesson activates. While active, all attacks inflict Deep Wound on healthy survivors. If a hit survivor is already deeply wounded, they will be put into the Dying state. This perk lasts for 20/25/30 seconds.
Underperform: When a survivor fails a skill-check while repairing, the generator they’re working on will explode and regress by 15%/20%/25%. If a survivor fails a skill-check while healing, they will lose 50%/60%/70% of their healing progress. Increases the frequency of skill-checks by 20%/30%/40%.
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New Survivor: Haddie Kaur (from the tomes)
Character Model: Average
General Noise Volume: Low
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Haddie’s Teachable Perks:
Boon: Mind’s Eye: Anything that can show an aura within the range of a totem with this boon applied will have it’s aura shown to all survivors. If the killer passes through the range of this boon, their aura will be revealed for 2/4/6 seconds.
Boon: Dreamcatcher: While in the range of a totem with this boon, any and all auras that a survivor can see will be revealed to all other survivors. This effect ends 10/11/12 seconds after the survivor leaves the range of the boon totem.
Sixth Sense: When the killer is within 30/37/44 meters of you, Sixth Sense activates. During this time, the killer will leave bright orange scratch marks and the sounds they make will be louder by 30%/50%/70%. Sixth Sense lasts for 10/25/40 seconds or until you are downed and has a cooldown of 80/65/50 seconds.
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Second New Survivor: Benedict Baker (from his journals)
Character Model: Average
General Noise Volume: Average
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Benedict’s Teachable Perks:
Seasoned Survivor: After being injured or Deep Wounded, reveal the killer’s aura to all survivors until the killer either stops chasing you or downs you. Upon being downed, reveal the killer’s aura to all survivors for 5/6/7 seconds.
Careful Observation: When within 40/50/60 meters of a Dull or Hex totem, the totem’s aura will be revealed to you for 3/6/9 seconds. Only one totem can have its aura revealed at a time. Careful Observation then goes on a 80/70/60 second cooldown.
Documentation: Every object that you interact with will have its aura highlighted to you until it cannot be interacted with anymore (for example, an exit gate until it’s opened). The objects’ auras will also be visible to all other survivors in a 10/14/18 meter range.
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New General Killer Perks:
Thinning Their Options: Every time you hook a survivor, gain 1/1/2 token(s). Consume a token to destroy a standing pallet. After destroying a pallet, you gain the Undetectable status effect for 4/6/8 seconds.
Hex: Dead in Their Tracks: After hooking a survivor, any and all healing, cleansing, or blessing actions are interrupted, causing the ones performing said actions to scream and become Incapacitated for 10/12/14 seconds.
Fill Them With Fear: Every time you hook a survivor, gain a token. For every token you have, your terror radius is increased by 1/3/5 meters. Additionally, any time a survivor reads your aura, they will scream.
Hex: Payback: Once this perk’s associated totem is cleansed by any survivor, it activates. Any time you extinguish a Boon totem, the person who applied the Boon is injured if healthy or Deeply Wounded if injured. Said survivor’s aura is revealed for 1/3/5 seconds.
Unstoppable: All fatigues are reduced in length by 0.6/1.2/1.8 seconds.
Follow Their Tracks: Every time a generator is completed, reveal the auras of all survivors who worked on that generator for 1/3/5 seconds.
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New General Survivor Perks:
Practice Makes Perfect: For every great skill-check you hit, increase the great skill-check zone by 5%/10%/15% (with a cap of +105% size) and gain an extra 1%/2%/3% progression on great skill checks (the amount of extra progression gained is flat and doesn’t increase).
Brace Yourself: After cleansing a totem, Brace Yourself becomes active. While active, press the Active Ability Key to gain the Endurance status effect for 4/5/6 seconds. After activation, this perk inflicts Deep Wound and 60/50/40 seconds of Exhaustion.
Crow Whisperer: After completing at least 50% of a generator, you can enter a locker to create Bird Food (as with Flashbang, you cannot bring Bird Food with you outside of the trial you made it in). Using Bird Food, you can attract the attention of a crow. After 40/30/20 seconds, it will return to the spot you fed it at and deposit 1/1/2 items of either Brown or Yellow rarity. The crow cannot collect more than 1 item of the same type at a time.
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The Teacher’s Add-ons:
Brown Add-ons:
Crumbly Chalk:
Impeding Walls fade away considerably faster (-12 seconds duration).
Gain 100% more Blood Points for usage of Detention.
Shredded Textbook:
After summoning an Impeding Wall, your terror radius is map-wide for 10 seconds (and is played as if the killer were approaching the survivor)
Faded Globe:
Survivors within 16 meters of Time-Out Chairs suffer from the Blindness and Oblivious status effects for 20 seconds
Jagged Letter-Opener:
Survivors who walk within 5 meters of Impeding Walls are inflicted with the Deep Wound status effect
Yellow Add-ons:
‘Missing Person’ Posters:
When you put a survivor into a Time-Out Chair, gain the Haste status effect (+5% speed) for 6 seconds. For every additional survivor in a Time-Out Chair, gain an extra +5% speed with Haste for an additional 6 seconds.
Clay’s Bloody Tooth:
Survivors hit within 32 meters of an Impeding Wall are inflicted with the Mangled status effect
Charred Evidence:
After a survivor is freed from a Time-Out Chair, they suffer the Mangled status effect
Stained Shackles:
Detention no longer summons wall, and instead blocks downed pallets and windows
Elias’ Ear:
Survivors within 16 meters of an Impeding Wall suffer from an 80% reduction in volume of all sounds
Green Add-ons:
Nolan’s Eyes:
Survivors within 16 meters of an Impeding Wall suffer from the Intoxicated status effect
Gnarled Awl:
After a survivor is rescued from a Time-Out Chair, they are inflicted with the Deep Wound status effect
Funeral R.S.V.P.:
When a survivor dies in a Time-Out Chair, gain a permanent 4% increase to your movement speed
Class Photo: 1957:
For every survivor within 20 meters of an Impeding Wall, gain the Haste status effect (+5% per survivor) for 10 seconds (10 more seconds are added per survivor)
Clipped Headline:
When a survivor reveals the aura of something through an Impeding Wall, they become Oblivious and are afflicted with Blindness for 50 seconds
Purple Add-ons:
Aria’s Severed Foot:
After being freed from a Time-Out Chair, survivors suffer from the Exhausted status effect for 16 seconds
Deceasement Notice:
Survivors put into the Dying state within 8 meters of an Impeding Wall lose a considerable amount of their Dying timer the first time they’re downed (-50%)
Crematorium Bill:
Survivors progress through their hook states tremendously quicker (+150%) when in a Time-Out Chair
Battery Charges:
For 6 seconds after spawning an Impeding Wall, your attacks put survivors into the Dying state
Iridescent Add-ons:
Discharge Letter:
After an Impeding Wall disappears, all survivors in your terror radius suffer from the Exposed status effect for 25 seconds
Apple From Naomi:
If your obsession is in a Time-Out Chair, the repair speeds of all other survivors are decreased by 25%. However, the obsession’s hook-timer is paused and they will be granted a fourth hook state.
Lore: (Might write later)
Comments
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Im not a big fan of the killers power. If I understand it correctly, he can just place walls to block off vaults and pallets that only he can walk through, which just forces survivors hold w and not loop. And his secondary power is pretty much just a built-in scourge hook.
The killer perks are also terribly designed;
Actions Have Consequences: Every time you’re stunned, the generator with the most progress explodes and regresses by 12%/15%/18%. After exploding, it becomes blocked for 7/13/19 seconds.
The problem with this perk is that it will exacerbate the pre-dropping pallets issue, since survivors no longer want to stun the killer if they have this perk.
Teach Them a Lesson: Every time a generator is completed, Teach Them a Lesson activates. While active, all attacks inflict Deep Wound on healthy survivors. If a hit survivor is already deeply wounded, they will be put into the Dying state. This perk lasts for 40/50/60 seconds.
This perk not only rewards the killer for losing the game, it will also lead to a very boring legion type gameplay where they force survivors to hold m1 and mend.
Underperform: When a survivor fails a skill-check while repairing, the generator they’re working on will explode and regress by 15%/20%/25%. If a survivor fails a skill-check while healing, they will lose 50%/60%/70% of their healing progress. Increases the frequency of skill-checks by 20%/30%/40%.
For the last time, NO GOOD SURVIVORS ARE MISSING SKILLCHECKS. This perk would be worthless.
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Tried to fix a few of the issues listed. Honestly, Time Out chairs were just added so that I could figure out more add-ons, and their scourge hook esque design is intended. Also, it was a bit of an oversight to let The Teacher walk through the walls. I do disagree a bit with your assertion around Underperform, as there could be synergies with skill check builds and perks like Oppression or Overcharge. Also, I see your point about Teach Them a Lesson, but I disagree with it rewarding the killer for loosing. Gens will inevitably get done, so you might as well get something out of it (like with Coup de Grâce or Fire Up)
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