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Fan Killer and Survivor: Contracts unfulfilled
NEW KILLER
Name: Anora Tursanova
“There are not many jobs a barely educated person can get. Cleaning is one but even in this area there is vicious competition so one takes what one cat get - these are usually the worst of the worst: lonely people forgotten in their rooms, left to bloat and decompose until there is little to resemble a person. Luckily, the corpses were taken away before her work began. Hard work and low rates made Anora somewhat known and eventually she got better contracts: odd jobs with the police, taking care of fresh scenes, finally being able to afford passable equipment she thought she’d seen it all. She was desensitized to the point where death no longer fazed her.
Until a rich customer hired her to “clean his uncle’s place real squeaky”: when she arrived the bodies were still at the scene and some of them weren’t … dead enough. The customer, however, along with his friends were very full of life and had ways of persuading a immigrant woman of taking the contract and going through with it.
Since then Anora’s life was a kaleidoscope of death, one corpse after another, begging and threatening with their last breath, limbs chopped, blood mopped, bones ground, rugs bleached and most importantly - places cleaned. At some point she stopped caring for the ways one day is different from the other, all she knows is that there are bodies nearby and they should be disposed of, even if they might not be strictly dead...yet.”
Killer name: The Cleaner
Appearance
A woman in a makeshift hazmat suit with large rubber gloves, boots, a rubber apron and a gas mask on her face. She holds a gas tank and a sprayer gun, which is connected to the gas tank via flexible hose.
Weapon
Right hand: Gas tank
Left hand: Sprayer gun
Primary attack is a simple whack with the gas tank, the sprayer gun is used by the power. Attack cooldown is the Cleaner re-ripping her gas tank.
Speed: 110%
Power: Traces lost
The Cleaner’s gas tank has enough chemicals for 10s use.
Holding M2 the Cleaner starts spraying solvents and cleaning agents at the spot she is at - the fumes spread in a radius of 0.5m around the Cleaner. The Cleaner can spray and move at the same time, leaving a trail of fumes - the Cleaner moves at 105% speed while spraying.
Fumes stay in place and dissipate after 8s.
Survivors inside the fumes and for 5s after exiting the fumes suffer from Intoxication (see below), while inside the fumes Survivors also suffer from -5% hindered status.
The gas tank can be refueled at Generators: the refuel action is 4s long. Each 1% of generator progression (including regressing, fully stopped and fully running Generator) adds 1% speed in refueling.
Intoxication Status effect
- reduced field of vision
- delayed reactions: (all active actions made by the Survivor are performed with a 0.5s delay)
Power addons
Power addons deal with additional effects and debilitations, as well as spraying area and gas tank capacity. Notable power addons are (in no particular order):
High-pressure valve: Increases gas tank capacity by 5s of spraying;
Foam nozzle: Increases radius of spraying to 1m, but spends the tank at 150% speed;
Dump valves: Refilling the gas tank spreads fumes in 2m radius around the Generator and breaks the Generator if applicable;
Concentrated solvent: Survivors hit by the fumes suffer from Blindness status effect for 30s, increases gas consumption by 10%;
Hydrogen peroxide markers: Injured Survivors hit by the fumes suffer from Broken status effect for 20s, increases gas consumption by 20%;
Chlorine detergent: Survivors hit by the fumes suffer from -5% Hindered status for 30s, increases gas consumption by 10%;
Box of non-claimables: Survivors hit by the fumes suffer from Deep wound status effect for 30s, increases gas consumption by 30%;
Spare tanks: Instead of refuelling, take a new gas tank at the Generator. Switching action is 1s.
Direct dump: Charge secondary action for 2s and dump all remaining gas at the same time. This creates a cloud with a radius equal to remaining gas charges.
Perks
Hex: Executioner’s Mercy
Maybe your compassionate heart yearns to stop the suffering of the victims - maybe you’re simply impatient. You can kill any Survivor you’ve hit more than 11/9/7 times in total.
Hex: Pieces Fall
You’ve had years of experience noticing the smallest details, and you learn on the go. Every time you break a generator - gain a token up to a maximum of 5. Evey token provides 6/8/12% bonus speed to breaking generators. At 5 tokens breaking a generator reveals the location of the last Survivor who interacted with it for 3s.
Visceral Visions
The grim picture of humans being disemboweled fills Survivors with paralysing fear. Every time you kill a Survivor with your own hands - every other Survivor gets a stackable penalty of 10/15/20% to Repair, Cleansing and Sabotage speed.
SURVIVOR
Name: Saul Ciani
"There is always a market for money laundering, but eventually there is a need to plug all the possible leaks and you might find yourself soaking in a bath of sulfuric acid along with your playbooks."
Appearance: An obese old man, in a worn tweed suit.
Role: Crooked accountant
Perks
Cooking the books
All it takes is a bit of imagination and the numbers start adding up. When inside the Killer’s Terror radius - all of Killers’s abilities, perks and effects that have a duration expire 10/20/30% faster and cooldowns on Killer’s abilities expire that much slower.
- Does not affect permanent effects
- Does not affect Survivors Status effects
Embezzlement
Money flows all ways, what’s the harm if it flows your way? For each 50/40/30s you stand in the Killer’s Terror Radius and are not in a Chase, you gain a Token up to a maximum of 5. Each time you gain a Token this way - the Killer loses one Token from one of their perks. Each token provides you a stackable 15% bonus to all Bloodpoint gains in-game. Increases your chances of being the Killer’s Obsession.
Fine Print
Every contract comes with buried clauses - even the Killer’s deal with the Entity. Every time a Killer loses you in a chase - they suffer from a movement penalty of 5/10/15% for 3s. Every tier of bloodlust the Killer gained chasing you increases the penalty time by 1s.
Comments
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First of all, I really like the concepts for both the killer and the survivor. A cleaner and a crooked accountant are ideas I've not heard before, but I think they work well. I also love the "hazmat suit killer" aesthetic in general, but to be honest, I'm not sure about an obese old man survivor. I can buy Ace and Tapp running around and vaulting over windows because they seem to be fit-at-fifty types, and Bill is grandfathered in (no pun intended) because he was just as agile as everyone else in Left 4 Dead, but someone's both older and severely overweight might strain credibility too much for me. I guess that depends on how obese and how old he is, though.
I'm not sure what to think of the killer's power. It seems great for shutting down loops, if only because of the 0.5 second action delay worked into Intoxication. Having a half-second delay every time you vault or drop a pallet is HUGE. With 110% speed and no mobility powers, though, she gives up all map control in return. Refueling at generators is also interesting, especially since it gets more powerful the closer those generators are to completion - thus encouraging her to give up even more generator pressure.
Executioner's Mercy might not be strong enough to be a hex. Even Tier 3 probably won't be usable until the survivor is on their death hook unless you are absolutely addicted to slugging. Even with slugging, you probably won't be able to use it on more than one survivor unless the survivors absolutely refuse to do generators.
Cooking the Books and Embezzlement are also interesting since they encourage the survivor to stay close to the killer as long as possible. Would the killer get a notification when they're under the effects of Cooking the Books? This would make it very dangerous for anyone that hasn't explicitly planned to loop the killer today.
Fine Print might be tricky to balance in practice because the game tends to fiddly about when you are and aren't in a chase. Anyone who runs Lithe will know what I'm talking about.
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@Snikers thank you so much for the detailed feedback - I really appreciate the insights.
When I said 'obese' I probably didn't mean 'morbidly obese', just very fat. And the guy can be portrayed sweating extensively, like the Clown and Leatherface are. It's a run or die situation - I think anyone would do their best. At the worst of it - this could be a comedic relief thing: killers being so bad that even a fat guy can get away unscathed.
As for the killer power, I was frantically trying to go with something that would screw not with the characters, but with the players themselves. My initial thought was to make the power accumulative: 0.5s delay in tier 1, 1s delay on tier 2 and switching the left and right buttons at tier 3. But I thought that it would just aggravate players and lead to disconnects.
I think I've managed to make a good power, but failed to explain it. The way I envisioned it - the delays are applied to button presses. Example: a player presses 'w' to go forward - the game waits 0.5s before doing so. When the player releases 'w' - the game wait 0.5 before stopping the character. This screws directly with the players, and yet it's absolutely possible to counter it by being an experienced player.
Thus, on the power, I still think it's good, except maybe it could be strengthened by allowing the fumes to dissipate slower and increasing intoxication time. However I think you might be right in giving the full 115% speed.
Since the power already has a hinderd while inside the fumes part - it can be also used to block stairs in the basement while going down, cut off vaulting points and pallets etc. What I wanted is to create a basic power that would allow to build upon in with power addons that would inflict additional effects.
Agreed on the Executioner's mercy - thing is at first I wanted to count all hits, but then thought against it and switched to hits per survivor, but did not remove the Hex property.
Cooking the books should not inform the Killer explicitly, but it must also not stack - I have not thought of stacking before. I think it may be changed to something like:
Cooking the books
All it takes is a bit of imagination and the numbers start adding up. When inside the Killer’s Terror radius and for 3s after exiting it - all of Killers’s abilities, perks and effects that have a duration expire 10/20/30% faster and cooldowns on Killer’s abilities expire that much slower.- Does not affect permanent effects
- Does not affect Survivors' Status effects
- Killer can be affected by one "Cooking the book" at a time
- Killer is not directly informed of the effect
As for the Fine Print I think I understand what you mean. Can't think of a clean solution to this yet.
Again, thanks for the feedback!
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