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New Killer Concept : The Magician
Sam Calloway was born in 1805 in the big city of New York. A week after he was born his mother decided to give him up to an orphanage and was left on the door steps. Years go by Sam and the other children would suffer at the hands of the cruel staff. They would starve the children, beat them, and lock them away in rooms for weeks alone. Till one day Sam escaped from the orphanage. While wandering the streets of the big city he comes across a street magician. Amazed at what he saw and what the man could do he asked if he could teach him. Sam studied the magical arts for many years till one day he went back and liberated the children of the orphanage. None of the staff nor Sam was seen again.
Sam runs at 110% speed
Sam carries a wand that when used with M1 transforms into other weapons like knife, axe, sword.
His Powers. Water torture: Sam uses his wand to cast a streak of lighting that hits the survivor. The survivor body starts reacting to the lighting right way. Filling the lungs of the survivor with water. The survivor can counter act it by special med kits across the map.
The longer the survivor suffer the worse it become. As their lungs fill up every 25% the survivor speed is reduced by 3% base speed. their vaults become slower. Fast vaults become medium. at 50% lung they become broken. The survivor cannot go past 50% while in a chase.
Or
Shoots a lightning bolt that static charges the survivor. While survivor is static charged if the survivor tries to work on gen. the gen looses progression instead of gaining. if survivor is hooked the survivor stays static charged. When he or she gets unhooked. they both become static charged. Same thing if a survivor heals them. Survivors must find a machine to crank to discharge the static shock.
Perks
3 Card Monty: Kicking a gen causes a status on the generator. Survivors will not be able to work on any progression till the completion of this status. 3 random skill checks. Each skill check has a chance to spin clock wise or counter clock wise. Each failed skill check pauses any progress on gen for 5/6/7 seconds max total of 21 seconds. . If survivor releases the skill check before complete. The rest of the skill checks will count as failed. No noise notification to the killer on failed check points. activated after hooking a survivor.
Slide of hand: Every 10 seconds increase lung attack distance by .5/1/1.5 meters max stack (3). Resets after pallet stun. or attack. Can stay with killer if he looses chase.
Shock wave: When i killer breaks a pallet, any gen in his terror radius the progress is reduced by 5/6/7% instantly.
another perk
Decoy: at start of game, killer see their hex totem as normal, but for survivors the hex is seen as a dull totem, and one dull totem is seen as a hex totem. when dull totem is cleansed it still gets destroyed as a hex totem.
His Mori: a table would spawn under the survivor as the survivor turns upwards. the table would rise, and a box would form around the survivor. The magican would then pull out a saw, and performs the sawing in half trick.
Tell me what you guys think of this.
Comments
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The only thing I like his your rough backstory, his M1 being a transforming wand, and his mori. Everything else is garbage.
Power is way too convoluted and has overpowered tiers. Needs a complete rework.
Perks are ridiculously OP.
3 Card Monte: So... a better Overcharge but without the notification?
Trapped Door: Survivors suffering a penalty they can't track for using their primary defense in a chase? This perk would instantly become meta because of how good it is. It could actually make Freddy the best killer in the game.
The Ambitious Card: Infinite NOED opportunity seems like it would be a massive tumor on the endgame. What about Haunted Ground or Ruin? Not only does completely negate Thrill of the Hunt as a viable perk, but the entire point of Hex Perks is for them to be super powerful, but removable. Making them unremovable means that people will run nothing but Hex Perks.
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I edited some skills and replace others. I hope they are not as op.
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