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[The Predator Chapter]
A savage Killer, The Predator uses an assortment of advanced tools and fierce strategies to make every hunt one to remember.
Speed: 4.6m/s
Terror Radius: 32m
Height: Tall
Head: Bio-Mask
Torso: Trophy Armor
Weapon: Wristblade
Male & Female cosmetic(s)
[POWER: Yautja's Might]
The Predator has a collection of deadly weapons to utilize against Survivors.
•Plasma-Caster: Hold the Secondary Attack button to charge your shoulder-mounted cannon and lock onto a Survivor over 2.5 seconds.
The Plasma-Caster auto-aims and does not miss in the open. Survivors must utilize the environment and lose line of sight to dodge the shot. The Predator cannot move during the charge. The charge can be canceled with the Basic Attack button. Cooldown of 40 seconds after fired, even if missed.
When aiming the Plasma-Caster, the player's view changes to resemble thermal vision; highlighting Survivors in the environment with a yellow/orange tint and placing a triangular reticule over them during lock-on. Survivors can see a red laser-sight on themselves when targeted, warning them of danger.
•Snare Traps: Tap the Secondary Attack button to throw a Snare down. Snares activate after 5 seconds. Once a Survivor steps on a Snare, they are lifted upside-down into the air and held in place for a minimum of 8 seconds. The Predator starts with 3 Trap Snares, which replenish 1 Snare per 60 seconds.
If another Survivor is nearby, they can rescue their trapped teammate. Ensnared Survivors' auras are shown to both their teammates and The Predator.
Ensnared Survivors are dropped and put into the dying state if they are damaged by any means while Ensnared.
[Add-On] •Razor Discs: Tap the Secondary Attack button to toss a spinning disc forward. (6 meters) The disc will hone-in on a Survivor within 8 meters in a straight line, 1.5 seconds after the initial toss. The disc will stick to any surface it is thrown at, or will hover if it doesn't hit anything. Razor Discs cannot put Survivors into the dying state and automatically reload over time. (This add-on replaces Snare Traps)
•Invisibility: By holding the Active Ability button for 3 seconds, The Predator activates his cloaking technology and becomes almost entirely invisible, as well as gaining the Undetectable status effect.
While Invisible, The Predator moves at a decreased movement speed of 4.2m/s, but is allowed to use Basic Attacks and Special Attacks at any time while Invisible. Upon hit or miss, The Predator reveals himself and cannot recloak for a base of 30 seconds.
The Predator gives off a map-wide laugh to signal that Invisibility is in use. The Predator does not make footstep noise while Invisible, but does give off a quiet "clicking" when in close proximity.
[PERKS]
Homing Beacon
You never lose sight of your prey.
After hitting a Survivor with a Basic or Special Attack, once they've exited your Terror Radius, see their aura for 8/10/12 seconds.
This perk does not activate on Survivors that are damaged outside of the Terror Radius.
Warrior's Pride
You respect the fighting spirit of your prey, and respond with unfathomable strength.
For every time a Survivor stuns or blinds you, gain a token.
Once you've acquired 4/3/2 tokens, all Survivors that have stunned or blinded you will suffer the Exposed status until you have lost chase with them.
You have 10 seconds to regain chase with the Survivor(s), otherwise you will need to acquire tokens again. All tokens are lost upon downing a Survivor, or after the 10 seconds are up.
Scourge Hook: Predator's Game
At the start of the Trial, 4 Scourge Hooks spawn and replace regular hooks.
Upon hooking a Survivor on a Scourge Hook, this perk activates.
Gain a 4%/5%/6% Haste bonus to movement speed for 60 seconds. This effect stacks if multiple Survivors are hooked on multiple Scourge Hooks.
If a Survivor is sacrificed on a Scourge Hook, gain a permanent Haste effect bonus for the remainder of the trial.
[SURVIVOR: Alan "Dutch" Schaefer]
[PERKS]
Camouflage
After being within the Killer's Terror Radius for 40/30/20 seconds, hold the Active Ability button while crouched for 3 seconds to cover yourself in dirt and grime.
Camouflage remains active until you are injured/downed. Your aura is also never revealed to the Killer while this perk is active.
Bouncing Betty
After repairing generators for an equivalent of 80%/70%/60%, enter a locker and press the Active Ability button to create a Bouncing Betty.
Holding the Item button for 5 seconds will install the mine in the ground underneath you. When the Killer steps within 2m of the Bouncing Betty, it explodes and stuns the Killer for 5 seconds.
Ultimate Survivor
If you have completed the equivalent of 1 generator, once the Exit Gates have been powered, this perk activates.
For the next 40/50/60 seconds, you can perform the self-care action and can pick yourself up from the dying state. Self-healing and recovery speeds are increased by 50%
You can only pick yourself up from the dying state with this perk once.
Comments
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Since people have been talking more about Alien chapter ideas, I decided to re-present my Predator chapter concept. I just made some QoL changes to Predator's basekit, so tell me what you all think!
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First off I'd like to say, I love the ideas. If it weren't for the recent Predator game that came out, I think Predator would be a great addition to the roster.(Not that I don't think he shouldn't, I just think it's unlikely at this point. Still I haven't kept up with that game so I don't know if it is doing well or is dead.)
Personally, I think that the Predator should have a base power based on if it has no tech or equipment and then the second power should be based entirely on what add-ons you bring. They could work like how Doctors add-ons give various effects, but also have stackable buffs or like Freddy having snares or pallets. Otherwise it could feel like a bloated kit.
The perks for The Predator are fairly balanced. I like Homing Beacon the best, it would be good on a lot of hit and run killers.
Warrior's Pride could probably just be changed "the next person to stun or blind you becomes Exposed for (some amount) seconds. No need to involve the chase at all.
SH:PG is an interesting idea. It could lead to a snowballing game on less experienced survivors, so maybe lower how long it lasts, but keep the stacking. Also, the permanent haste could be a problem, but obviously that would need to be tested.
I like Camouflage, but when you say "cover in dirt and grime" you just mean darkening the player model right? If so Claudette's will be almost impossible to find. I think also if you make it disappear after moving, you could lower the time it takes to activate it.
Bouncing Betty sounds a lot like flashbang or Flashmine and I mean that in a good way. Being able to set up traps as a survivor would be really cool,but would require a couple more restrictions probably. Like only being able to have one active at a time per survivor. Just imagine Rotten Fields as a minefield and that would be a nightmare.
Ultimate Survivor is probably the weakest perk idea you've got. It's Self-Care and Unbreakable as one perk and only active in the end game, plus it has the restriction of needing to compete the equivalent of 1 generator. Not that there isn't anything wrong with a perk that only activates at the end of the game, but I would think of a different effect even if they are more powerful versions of other perks.
I hope none of that sounded too harsh, these are still great ideas.
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You forgot the most important thing: the way the Predator will "Billy laugh" as soon as he's done ripping your skull and spine from your body after he moris you.
In all seriousness, I'd love a Predator chapter. You put a lot of thought into your post.
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