Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
2v8 team skill and innate skill ideas v1.10
Hag
Team skill: when within 16 meters of your teammate generators within 32 meters begin to regress by 300%, this effect persists until a survivor interrupts the regression.
Innate skill: increased teleport range of tripped Phantasm Traps by +15%. Survivors tripping Phantasm Traps are revealed for 5 seconds. Suppress any indication to Survivors that they tripped Phantasm Traps. Suppress the creation of Mud Phantasms. Setting speed of Phantasm Traps increased by +20%.
Shape
Team skill: whenever you or your teammate cage a survivor generator great skill checks give 3% less progression. This is stackable and the effect only persists while the survivor(s) are caged.
Innate skill: reduce your terror radius by -25% while in Evil Within II. Increase your Terror Radius by +25% while in Evil Within III. Increase the duration of Evil Within III by +30 seconds. Increase the threshold to reach Evil Within III for the first time to 150%. Increase your Stalk rate by +25%.
Doctor
Team skill: your teammate can hold a static charge when receiving your shock treatment; it will discharge and give shock treatment to any survivor that comes within 8 meters of the killer, only works once per static charge.
Innate skill: extend the Area of Effect of the Shock Therapy Attack by +4 metres. Reduce the Detonation delay of the Shock Therapy Attack by -0.2 seconds. Your shock therapy induces the same effects as iridescent king.
Bubba
Team skill: when within 16 meters of the other killer and in chainsaw sweep you and your teammate gain unlimited power charges for the duration, coincidently you and your teammates charges are also refueled.
Innate skill: your chainsaw hits no longer down and only damage survivors for one health state. Inflicts the exposed status effect on survivors within 16 meters while chainsaw sweep is active. Increases the Movement speed during a Chainsaw Dash by +2 %. Increases the Power Charge time by +12 %. Increases the duration of the Chainsaw Dash by +0.2 seconds per consumed Token. Increases the duration of the Chainsaw Dash Window by +0.2 seconds.
Pig
Team skill: when your teammate is further than 32 meters away from you, survivors that rescue a caged survivor scream and become exposed for 30 seconds. This skill goes on cooldown for 30 seconds.
Innate skill: Increase your Movement speed during the Ambush Dash Attack by +6%. While healthy, Survivors failing a skill check at a Jigsaw Box become injured. Increase the Skill Check difficulty by +20%. Increase the Attach speed of Reverse Bear Traps by +50 %. Reduce the Search speed of Jigsaw Boxes by -25 %. Increase the number of carried Reverse Bear Traps by +1. The auras of Generators being repaired by Survivors wearing Reverse Bear Traps are highlighted to your team in yellow.
Nightmare
Team skill: any exit gates that are more than 30 meters away from you and your teammate take 100% longer to open.
Innate skill: reduce the threshold for intermittent Invisbility to a range of 12 to 24 metres. Reduce the threshold for full Invisibility to a distance of 24 metres. This effect also applies when carrying a Survivor. All Survivors start the Trial asleep. You are able to place both dream snares and pallets. The aura of dream snares and pallets are shown in white when within 16 meters of them to you and your teammate.
Clown
Team skill: yellow bottles increase both you and your teammate’s speed by 150% for 8 seconds.
Innate skill: Increase the Throw speed of Bottles by +25%. Reduce the Throw angle of Bottles by -15 °. Reduce the Reload time of the Bottles by -0.5 seconds. Increase your Movement speed while reloading Bottles by +66 %. Increase the size and spread of the Invigoration Gas Clouds by +20%.
Spirit
Team skill: while phasing, if further than 16 meters from the husk, block all windows and pallets within 10 meters of the husk.
Inmate skill: Increase your Movement speed during a Phase-Walk by +10%. Increase the Recharge rate of Yamaoka's Haunting by +40%. Coming within 3 metres of a Survivor during a Phase-Walk triggers killer instinct. Scratch marks are not visible to you during a Phase-Walk. All Survivors hear the audio cue of the Phase-Walk.
Legion
Team skill: while legion is in Frenzy vaulting a window blocks it for the duration of the frenzy, your teammate also gains this effect when within 32 meters.
Innate skill: while in Feral Frenzy, recharges Feral Frenzy 5% faster after being stunned by any means. Increase the Detection radius of killer instinct by +20 meters. Feral Vaults instantly break vaulted pallets. Extend the duration of Feral Frenzy by +2 seconds.
Plague
Team skill: At the start of the trial the three generators furthest from you and your teammate are blocked until you or your teammate are within 32 meters of any blocked generator or 120 seconds have elapsed. This skill then deactivates.
Innate skill: Causes 2 Pool of Devotion to spawn in the Corrupted state. Increase the number of available Pools of Devotion by +3. Increase the duration of Corrupt Purge by +20 seconds. Increase the Charge speed of Vile Purge and Corrupt Purge by +50%. Increase the Infection gained while performing Interactions for Survivors by +50%. Increase the Projectile speed of Vile Purge and Corrupt Purge by +10%. Automatically enter Corrupt Purge whenever a generator is completed. Reduce the duration of Corrupt Purge by -20 seconds when activated this way.
Ghost face
Team skill: if you become revealed and your teammate is within 16 meters they gain 150% haste for 3 seconds.
Innate skill: Reduce the Time to mark Survivors by -20%. Reduce the Recovery time of Night Shroud by -6 seconds. Reduces your terror radius by -12 meters when Crouched. Causes generators to explode and lose -20% of its maximum possible Progression, when marking a Survivor repairing it, and blocks it for 15 seconds. This penalty is only once if multiple repairing Survivors are marked. Instantly recharge Night Shroud after you or your teammate puts a Survivor into the dying state with a Basic Attack. Increase your Movement Speed by +10% when Crouched and additional +5% while night shroud is active.
Demogorgon
Team skill: once you’ve used a portal your teammate can teleport using the portal once, this action closes the portal again.
Innate skill: increase the Opening speed of Portals by +50%. Increase your Movement speed while holding Of the Abyss by +3.5%. Reduces the Attack cool-down of successful Shred Attacks used to break breakable walls or pallets by -10%. Increase your Teleportation speed by +30%. entering the Area of Effect of an active Portal automatically reveals the survivor. Increase the Sealing time of Portals by +40%. Increases the duration of the undetectable Status Effect by +8 seconds. Suppresses all noise made while emerging from Portals.
Oni
Team skill: when within 16 meters you and your teammate see survivors’ auras when they are within 8 meters of a blood orb.
Innate skill: reduce the Charge time of Demon Dash by -0.5 seconds. Increase the Spawn frequency of Blood Orbs from injured Survivors by +33%. Increase the number of Blood Orbs spawned when Survivors perform specific interactions by +1. Increase your Movement speed during a Demon Dash by +1 m/s. Increase the duration of Blood Fury by +10 seconds.
Deathslinger
Team skill: whenever you and your teammate kick the same generator within the span of 60 seconds it becomes blocked for 30 seconds. This perk has a cooldown of 30 seconds.
Innate skill: reduce the Reload time of The Redeemer by -0.35 seconds. Increase the Mending time of Survivors by +3.5 seconds. Reduce the Stun duration when Survivors break free from The Redeemerby -0.75 seconds. Increase the Break-Free time of Survivors from The Redeemer by +10%. Survivors suffer from the Exposed Status Effect while speared by The Redeemer if shot from at least 12 meters away. Reduce the Cool-down time of missed shots with The Redeemer by -0.5 seconds.
Executioner
Team skill: when in rites of judgment mode but standing still your teammate creates a trail of torment instead. Must be within 32 meters of each other.
Innate skill: increase the reach and duration of rites of judgement by 2 meters/seconds. Reduce the Recovery time of Rites of Judgement by -4 seconds. all other Survivors suffering from Torment are revealed for 6 seconds after you or your teammate sends a Survivor to a cage.
Blight
Team skill: whenever you perform your initial rush within 16 meters of your teammate, give them a blighted serum effect charge. Can only have one charge at a time.
Innate skill: increase rush speed by 8% and an additional 3% (stackable) speed buff per consecutive lethal rush. Increase the Turn rate during a Rush by +15%. Increase your maximum Look angle during a Rush by +20°.Extends the Rush duration by +20 % for each consecutive Lethal Rush.
Twins
Team skill: when your teammate is within 16 meters of victor they gain the undetectable status effect.
Innate skill: reduce the Charge time of a Pounce by -0.2 seconds. Suppresses all noise made by Victor while holding a Pounce. your Movement speed when controlling Victor is increased by +0.9m/s. Survivors suffer from the revealed Status Effect for 15 seconds after removing Victor.
Trickster
Team skill: throwing knives at your teammate speeds them up by 2.5% per knife and stacks up to 30%. This effect persists for 30 seconds after the first knife then all buffs are reset and a 30 second cooldown is triggered.
Innate skill: increase your Movement speed in the Throw State by +0.2 m/s. Reduce the Reload time at Lockers by -20%. Increase the Decay delay of the Laceration Meter by +2 seconds. Blades pierce through the first Survivor they hit and continue traveling; any second Survivor hit only receives 0.5 Charges to their Laceration Meter. Blades shatter when hitting the environment, adding +0.5 Charges to the Laceration Meter of nearby Survivors. Blades ricochet off the environment a total of two times. Blade hits grant a stack-able +1 % Haste Status Effect, up to a maximum of +7 %, for each consecutive Blade Hit; This effect is lost when missing a Blade or damaging a Survivor with a basic attack.
Nemesis
Team Skill: your teammate can kill zombies, whenever they do they gain 220% increased movement speed for 3 seconds.
Innate skill: your mutation increases when a zombie is killed by any means. For every tier you gain, increase the zombie’s speed as well as the amount of zombies by 1. With each tier the zombies move 100% faster, maxing out at 300% movement speed and 4 max zombies in the map. Increase the number of vaccine crates in the map by 5.
Cenobite
Team skill: whenever a survivor has the box you suffer from the blindness status effect. During this time all survivors are revealed to your teammate.
Innate skill: a bonus Chain will spawn on Bound Survivors, when they use the environment to break one. Survivors who are farther than 24 metres from the lament configuration and outside of a Chain Hunt do not see the aura of the lament configuration. increase the maximum Casting distance of the Gateway by +12 meters. Increase the Solving time of the Lament Configuration +3 seconds.
Artist
Team skill: Your teammate can run through your idle dire crows. This destroys your idle crows but gives your teammate a lingering murder of crows effect for 30 seconds. Whenever they are within 8 meters of a survivor they gain the murder of crows effect. This can trigger up to eight times until the effect dissipates.
Innate skill: increase the number of summonable Dire Crows by +1. Reduce the Timer before idle Dire Crows disintegrate by -2 seconds. Cause survivors coming within 3 meters of swarmed survivors to become swarmed too. Reduce your Slow-down time by -1 second after launching Dire Crows. Survivors who are swarmed continue to suffer from the revealed status effect for 1.5 seconds after Survivors start repelling them. Swarmed Survivors suffer from a -15 % hindered status effect for 1.5 seconds. Reduce the Cool-down time of Birds of Torment by -2 seconds after launching Dire Crows.
Onryo
Team skill: survivors carrying a vhs have their aura revealed near an active TV.
Innate skill: Increase the duration of your full Invisibility after Manifesting by +44%. Extend the radius around TVs, that survivors gain Condemned from when using Projection, by +4 meters. Reduce the time it takes for TVs to turn back on after being turned off by survivors by -9 seconds. Increase the Speed Boost duration after Projection by +100%. Whenever a Survivor is caged, who is carrying a VHS Tape, causes all other Survivors to gain +2 Stacks of Condemned. Causes all Survivors within 16 metres of your location who witness your Manifestation to scream and suffer the revealed status effect for 4 seconds. Projection no longer turns off TVs.
Dredge
Team skill: during nightfall your teammate gains the undetectable status effect and if your power would trigger killer instinct reveal that survivor as well (even if in a locker).
Innate skill: Increase the Charge rate of the Nightfall Meter while Survivors are injured by +88% per second. Increase the duration of Nightfall by +25 seconds. Reduces the Cool-down time of The Gloaming by -6.5 seconds. Increase your Teleportation speed by +4.5 m/s. Causes all active locks on lockers to break once the exit gates are powered by any means. Causes the Trial to start in Nightfall. Causes Nightfall to activate automatically once there is one generator left and again when the last generator is completed.
Mastermind
Team skill: whenever you are within 16 meters of your teammate your bound attack speed is increased by an additional 8% and you gain an additional bound attack.
Innate skill: increase the duration of the first Bound by +20%. Increase the duration of the second Bound by +20%. Survivors suffer from the Oblivious Status Effect for 30 seconds after using a First Aid Spray. Increase the remaining duration of a Bound by +50% after colliding with a Survivor. Reduce the Power Recharge time by -8%. Increase your movement speed during a bound attack by +8% and an additional +1% for every survivor that is infected. Increase the duration of the Chain Bound Window by +50%.
Knight
Team skill: your teammate moves +5% faster while standing on the patrol path and moves an additional 5% faster when in the vision radius of the guard.
Innate skill: Increase the Vision range of a Guard during the Patrol Phase by +2 meters. Extend the duration of a Hunt by +4 seconds. The Exit Gates are blocked to the Hunted Survivor for the duration of the Hunt. Guards will linger around for 2 seconds after completing a Guard Order, potentially triggering a Hunt, should he detect a Survivor in that time.
Skull Merch
Team skill: whenever survivors have a claw trap, skill check success zones are 60% smaller. When survivors are repairing within 24 meters of your teammate, and inside of a drone’s scan zone, skill check rotation speeds are increased by 50%.
Innate skill: Reduce the Success Zonesize of Skill Checks for Claw-Trapped Survivors by -20%. Reduce the duration of the immunity to consecutive Scan-Line Hits for Survivors to 75% of its default value. Claw-Trapped Survivors receive no warning sound of impending Skill Checks. Extend the Battery life of Claw Traps by +15%. Increase the Rotational speed of the Scan Lines of Drones by +10%.
Singularity
Team skill: pallets dropped by slipstreamed survivors will not stun your teammate and the pallet instantly breaks. Slipstream is removed from that survivor after this effect triggers.
Innate skill: Increase the number of carried Biopods by +3. Increase the Targeting range of Biopods by +6 meters. Newly Slipstreamed Survivors suffer from the revealed status effect for 8 seconds. Increase the Spreading distance of Temporal Slipstream between Survivors by +4 meters. Increase the Spreading speed of Temporal Slipstream between Survivors by +25 %. Increase the maximum Printing time of the first batch of EMP at the start of the Trial by +30 seconds. Survivors that are afflicted with Temporal Slipstream from a Biopod suffer from the Deep Wound Status Effect if they are injured.
Xeno
Team skill: whenever you or your teammate kick a gen survivors within 16 meters of that kicked generator scream.
Innate skill: The Auras of deployed Remote Flame Turrets are revealed to you while inside the Tunnels. This effect lingers for 3 seconds after emerging from the Tunnels. The Remote Flame Turret will self-destruct after knocking The Xenomorph out of Crawler Mode. Increase the Detection range of Survivor Footsteps when inside the Tunnels by +8 meters. Increase the Stagger resistance against Remote Flame Turret by +25%. Increase the Vaulting speed while in Crawler Mode by +30%. When Survivors stun you within 20 seconds after emerging from the Tunnels and while you are in Crawler Mode, the following effects apply: Causes healthy Survivors to lose 1 Health State. Causes injured Survivors to suffer from the Deep Wound Status Effect.
Good guy
Team skill: while in hidey-ho your teammate is undetectable and also creates footfalls.
Innate skill: When in Hidey-Ho Mode, the Auras of all Windows and downed Pallets are revealed to you within 20 meters. Reduce the Cool-down duration of successful Slice & Dice Attacks to 93% of their default duration. Extend the duration of Slice & Dice to 108% of its default duration. Extend the duration of Hidey-Ho Mode by +25%.
Unknown
Team skill: Randomly swap you and your teammate’s terror radius and chase music, this effect also afflicts the next chased survivor with uvx. Has a cooldown of 30 seconds.
Innate skill: Survivors successfully performing the Stare Down The Unknown interaction become revealed 3 seconds. Reduces the Spawn timer of your next Hallucination by -50 %, after breaking a Breakable Wall or Pallet. Survivors completing a Generator become Weakened. Increase the Action speeds of the following interactions by +30% for 20 seconds after Teleporting: Breaking Breakable Walls, Breaking Pallets, Damaging Generators, Vaulting Windows. Reduce the Cool-down duration of the Teleport ability by -5 seconds. Increase the lifetime of the Decoy by +10 seconds. Imbues Decoys with a Terror Radius and a Red Stain.
Lich
Team skill: while a spell is active your teammate is given a 15% action speed bonus.
Innate skill: Increase the time an Upright Pallet is held in place by Mage Hand for +0.5 second. Permanently reduce the Cooldown timer of all Spells by -8 seconds. Reduce the Terror Radius by -16 meters while the Fly Spell is active. Increase the number of Flying Entities summoned by Flight of The Damned by +1. The Mage Hand Spell will break Upright Pallets instead of putting them down, this action puts this spell into an extended cooldown of +100%. Guarantee at least one chest is a mimic.
Comments
-
Well sad to see bhvr going the way they are with this mode, hopefully they change their mind… Or maybe find a happy medium? They rarely backpeddle though, we've seen this with sbmm. If they think an idea is good they will continue course regardless of blowback recieved.
0 -
I feel very strongly about this because I have always thought both survivors and killer should have unique skills, they are too samey; be more in line with games like LOL or OW that have "hero" characters that are very distinct IMHO (games used for example I don't actually play either one and there are more games that do this besides the two mentioned). I don't like how I can play dwight or play meg and have the same match/game/experience as both characters.
1 -
I love this!!! So much ideas… Really Great! <3
1 -
Thanks!!
0