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Character Concept: Jeff the Killer
KILLER CONCEPT: THE PSYCHOPATH
Real Name: Jeffrey Woods
Killer Name: The Psychopath
Appearance:
Jeff the Killer: What was once a normal, young man before embracing a sadistic nature from within him until he had lost his mind and disfigured his face to one that represented this newly discovered bloodlust.
Bloodstained Hoodie: A white hoodie, a pair of black pants, and black shoes, which are all tattered and stained with dried and fresh blood, have mold developing on them. It makes one wonder how long he has been on the run.
Bowie Knife: A large, combat knife, capable of being used as a makeshift sword to rip the flesh and muscles from the bones of hundreds of innocent victims until they would beg for death to save them from the unbearable pain.
Terror Radius: 12 meters
Base movement speed: 4.6 m/s
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OVERVIEW:
An utterly sadistic serial killer, The Psychopath able to lurk near Survivors using his power, "Murderer’s Intent." Upon coming in range of a melee attack, he can use his Special Ability, “Maim,” allowing him to inflict Survivors with serious injuries that prevent them from interacting with the map if the Survivor does not choose to fight back.
His perks, "Happy Thoughts," "Scourge Hook: Counting Sheep," and "Bloodied Smile," allow him to use one Survivor to expose their teammates and discourage their counterstrategies.
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POWER:
MURDERER’S INTENT
Ever since he lost mind before butchering his own parents all those years ago, Jeff had spent years as a notorious serial killer, mercilessly butchering hundreds of innocent people while easily avoiding being tracked down by the authorities. His uncontrollable urge to inflict pain on others is so intense that it seems to resonate in the air, noticeable to his primary victims through a gut feeling.
At the start of the trial:
The Psychopath’s movement speed is reduced to 4.0 m/s.
Press and hold the Power Button with at least 1 Survivor in your line of sight to activate Murderer’s Intent.
Upon activation:
- The Psychopath is granted with the Undetectable status effect.
- Movement speed is at 4.6 m/s.
- Survivors in range of a melee attack can be Maimed.
- Affected Survivors suffer from the following effects:
- A visual queue is played, where The Psychopath’s eye flashes in front of the Survivor’s screen.
- Affected Survivors are Exhausted.
- Survivors’ Condemned gauge will start to progress.
MAIM:
Press the Special Ability Button while in range for a melee attack to be hit with a series of 2 Skill Checks for both The Psychopath and the affected Survivor.
The Psychopath is hit with 2 Skill Checks:
- +2 successful Skill Checks: The Survivor is downed by The Psychopath while their action speed is reduced by 40% for repairs, healing, cleansing Totems, sabotaging hooks, unhooking other Survivors. Downed Survivors are Hindered and unable to recover any Health stages until they are rescued from a hook.
- +1 successful Skill Checks: The Survivor can Struggle to get away while losing 1 Health stage and suffering the Broken until the next time they are rescued from a hook, and their action speed is reduced by 20% for repairs, healing, cleansing Totems, sabotaging hooks, unhooking other Survivors.
- +0 successful Skill Checks: The Survivor can Struggle to get away while losing 1 Health stage.
The Survivor is hit with 2 Skill Checks:
- +1 successful Skill Checks: The Survivor can Struggle to get away while still in the Healthy stage. The Exhausted status effect is removed, and they are granted with Haste for 6 seconds.
- +2 successful Skill Checks: The Survivor can Struggle to get away while still in the Healthy stage. The Exhausted effect is removed, and they are granted with Haste for 6 seconds while The Psychopath is stunned for 3 seconds.
Condemned:
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Survivors are put at a risk of being Condemned when affected by Murderer’s Intent.
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Once a Survivor is fully Condemned:
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The next time The Psychopath uses Maim on the Survivor, he is given the option to either pick them up or to kill them with a unique mori called “Go To Sleep”.
• Upon using Go To Sleep to kill a Condemned Survivor, an animation will play as follows:
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From a 3rd-person POV, The Psychopath is seen pinning the Survivor to the ground by the throat before he starts to carve their face into an exaggerated smile as they scream from the pain. Once he is done, The Psychopath puts his index finger against their lips and whispers, “Shh… Just go to sleep,” before slitting their throat. As they choke to death on their own blood, he stands up and licks the blood and torn bits of flesh off of his knife, chuckling joyfully to himself, before he goes off to hunt down the other Survivors.
SPECIAL ABILITY: CROUCH
Press and hold the Secondary Active Ability Button to Crouch, allowing The Psychopath to reduce the chance of being seen by Survivors.
“GO TO SLEEP.” -Jeff the Killer
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PERKS
Perk #1: Happy Thoughts
You can’t help but feel utter joy from inflicting pain on others, and only the sweet sight of blood will make everything better.
After downing a Survivor, all other Survivors is Exposed for 20/40/60 seconds and are revealed by their aura for 2/4/6 seconds.
This perk has a cooldown of 60 seconds.
(Survivors’ perks do not affect Happy Thoughts).
"I'm not going anywhere." -Jeff the Killer
Perk #2: Scourge Hook: Counting Sheep
Each victim you have picked off fuels your desire to watch them all bleed.
- At the start of the trial, 4 random hooks are chosen to be scourge hooks, which are revealed by a white aura.
- When a Survivor is unhooked from a scourge hook for the first time, gain a token. For each token, movement speed is increased by 2/4/6%.
"How ignorant of you! You are unaware of my demonic presence in your life. I will destroy everything you stand for, worthless coward!" -Jeff the Killer
Perk #3: Bloodied Smile
The smile on your face represents the disturbing amount of knowledge you have on how to dish out violence and bloodshed towards your victims.
- After hooking a Survivor, the auras of all Survivors that have performed cooperative actions with that Survivor are revealed to you for 6/8/10 seconds.
- During this time, that Survivor is Oblivious and Exhausted for 20/40/60 seconds or until they are down by 1 health state.
- Once a Survivor is hit with a basic attack, Bloodied Smile goes on cooldown for 60 seconds.
(Survivors' perks do not affect Bloodied Smile)
"If I don't get you, I'll get those you love and care about." -Jeff the Killer
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MORI
The Psychopath knocks the Survivor to the ground and begins slashing and stabbing through the Survivor's body, laughing hysterically as he enjoys the violence. When he is done, the Survivor will be seen groaning weakly while coughing up blood before they are stabbed in the throat, blood gushing from the open wound. The Psychopath then stands up from their dead body, chuckling as he leaves them to find the rest of them.
Comments
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Killer sounds too complex and too overtuned. He has so many abilities and certain perks would be broken on him like enduring, spirit fury, brutal strength, pain resonance, and many others. I like the idea of a power where it's entirely based on slugging but the more and more your teammates feed him the more you're punished and eventually there becomes no counterplay to him. It sounds like my idea to rework Myers. I think Myers should be able to stalk while in T3 to make it last longer but there's an extent to how long it can last and the cooldown last longer the more power he has
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what do you think I should change?
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I don’t think so. Let me show you:
1) HT: The perk deactivates once 1 Survivor is hit. If it had to be the same Survivor, stunning him would make him too powerful for them to escape.
2) CS: You just have to be quick. A survivor can’t expect to be altruistic and easily escape.
3) BS: This is fine. If I added the Undetectable status effect, that would be different, but no. This is the most underpowered perk in this concept.
4) For Night Terror, I just changed it where the TR is increased by 80% over the base TR.
Post edited by Maniacal_Matro on1 -
Overall, this is in a much better spot now. 80% boost to movement speed is still way too high though. For comparison, Tier 3 Play WIth Your Food with 3 stacks gives you a 15% boost to movement speed, and that's immediately noticeable.
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Ok. How does 30% movement speed sound? Sorry, I thought that I had changed that.
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https://forum.deadbydaylight.com/en/discussion/comment/2804155#Comment_2804155That sounds a lot more reasonable. That puts him at faster than the legion in feral frenzy, but since he can't do quick vaults like the legion can it could still be balanced.
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Well ofc it makes him faster than The Legion since no other human has natural stamina higher than his. Anyways, what do you think about the power?
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Its definitely in a better spot now.
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Ok, good 👍🏼
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1) The counterplay is to be aware of the Killer’s presence and avoid being injured.
2) I don’t know why you would make a concept for Michael Myers’s “Evil Within” Tier III by allowing him to stalk Survivors to extend the power’s duration. As soon as all remaining Survivors run out of power for Michael to feed “Evil Within,” you’ll just be stuck in Tier II for the rest of the trial. Besides, why do that when Michael has 5 add-ons to do that?
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Alright, guys. This is the last rework for this concept. Hope you guys enjoy it!
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Finally done reworking the concept. Also, if anyone has any negative feedback, please keep it to yourselves.
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Love the idea and concept!
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Thanks. I know people don’t like Creepypasta concepts, but it’s not for them to decide. I’m also truly thankful for you being mature about it.
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That’s the idea. Survivors nowadays like to camp near the hooks, constantly body blocking the Killer, which might as well be considered taking the game hostage. This is a solution. Your best bet is to stay from him until he is out of range of the hook. Survivor mains tend to complain about balanced killers to have a better chance of getting an easy win on a broken killer.
Also, of course there are going to be some perks that don’t fit well for the build, but that’s normal for any killer build. This is to ensure that you either make a build that works best for you or you don’t have one that works at all.
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I really like this concept.
Jeff is quite intriguing mix of The Ghost Face and Myers. First one gave him stealth ability that works fine, second one gave him some kind of Evil Within spiced with "Final Mori" ability.
High risk-reward mechanic of "Maim" is GREAT. The idea of skillful struggle between the killer and his victim ads some spice to the mix. Being very interesting and natural counterplay for naturally stealthy killer.
Perks are nice (Not sure if "Happy Thoughts" isn't too powerful one – but this is the matter for eventual playtests if the concept was eventually accepted by devs). Emergent trio wrapped around single fitting concept of the character – and working ESPECIALLY for this character (what sometimes is lacking for official releases).
Very well prepared idea for a new killer it is.
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