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New killer idea: The Addict
Basic Stats
Height: Average
Speed: 4.6 m/s (115%)
Terror Radius: 32 meters
Ability 1: "Agility" Stimulant
Hold the Ability Button to inject The Addict with the "Agility" Stimulant over a 1 second period. Once the "Agility" Stimulant is fully injected, The Addict is granted the Agile status effect for the next 7.25 seconds. While affected by the Agile status effect, The Addict is granted the following bonuses and afflicted with the following penalties:
- The Addict's Killer Stain is no longer visible.
- The Addict moves 0.2 m/s faster.
- The Addict gains the ability to vault over Dropped Pallets as if they counted as being a normal Vault Location (and is affected by bonuses to standard vault speeds).
- The Addict performs Vault interactions 15 percent faster.
- The Addict can no longer break Dropped Pallets by performing the Destroy interaction on them.
The "Agility" Stimulant has a cooldown of 18 seconds after being fully injected. Damaging a survivor by any means while Agile will instantly remove the Agile status effect. Only one Stimulant effect can be activate at a time.
Ability 2: "Strength" Stimulant
Hold the Alternate Ability Button to inject The Addict with the "Strength" Stimulant over a 1 second period. Once the "Strength" Stimulant is fully injected, The Addict is granted the Strengthened status effect for the next 7.25 seconds. While affected by the Strengthened status effect, The Addict is granted the following bonuses and afflicted with the following penalties:
- The Addict's Terror Radius is increased by 100 percent.
- The Addict moves 0.2 m/s slower.
- The Addict successful weapon attack range is increased by 25 percent.
- The Addict is immune to all Pallet Stuns.
- The Addict loses the ability to perform any "Vault" interactions.
The "Strength" Stimulant has a cooldown of 18 seconds after being fully injected. Damaging a survivor by any means while Strengthened will instantly remove the Strengthened status effect. Only one Stimulant effect can be activate at a time.
Perks
(New General Perk) Savage Strikes: You lose the ability to turn while performing a Lunge Attack. Your movement speed during a Lunge Attack is increased by an additional 40/45/50 percent. The recovery time of your Lunge Attacks is increased by 60/50/40 percent.
"It can move with ferocity and precision that of which cannot be compared to anything in our world."
- Vigo's Journal
Adrenaline Junky: While chasing a survivor, if said survivor gains a large burst of speed via the use of an Exhaustion Perk, your movement speed is increased by an additional 50 percent for the next 1/2/3 seconds.
"Lets go fast! I wanna feel it hit me, man!"
- The Addict
Heavy Withdrawal: After damaging a survivor with a Basic Attack while they are currently Exhausted, that survivor is afflicted with a 35 percent Hindered status effect for the next 1.4/1.6/1.8 seconds.
"Hey man, you okay? Let me help you."
- The Addict
Bad Trip: Survivors damaged by Basic Attacks are afflicted with the Exhausted status effect for 2/4/6 seconds.
"What's wrong? Got the jitters?"
- The Addict
Comments
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oh yes... legion old feral frenzy. a timeless post.
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How so? It is a 5% increase to movement speed and a window vault but for pallets. The idea is to utilize different stimulants depending on the tile you are playing. This doesn't give you a free hit as the survivor can just... Well... Keep looping. It just opens a mindgame.
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The Addict... Bit of art imitating life there eh? 😏 J/K 🙃
Sounds a bit like its somewhere between Blight, Legion, and the Clown.
I'm not against the idea of a killer having dynamic "modes" they can switch into at will. Most killers currently have 1 powered up mode they are forced into and/or out of, or can only use once conditions are met (like Xeno, Plague, Oni etc). It'd be cool to have one with upsides and downsides to various "modes" that they switch between based on the situation... as long as both (/all) modes were equally viable... we'd likely see perk builds that go hard on one mode 🤔
I think you'd need to wrap some strong lore on this to get traction on it, preferably without stepping on the toes of the Clown or the Blight. How does the Addict have this power? Is this their own design? Something they stole? Are these injections making them effectively a super soldier?
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isnt Blight the Addict of Dbd? I think the syringe use is a hint.
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Lore is coming soon. I usually go about designing the power first and write the lore around it.
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