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Chapter Concept - The Last Lamb

Harowing
Harowing Member Posts: 21
edited May 2018 in Creations

The Last Lamb - "Can you really call them friends when you're all going to end up in the same place?"

This new chapter introduces a new alternative Game Mode in which Survivors are tasked to only survive, no matter what, using whatever they can to be the last one killed. Gifted with a multitude of ways to avoid or escape the killer, Survivors must use these things wisely as they're limited in terms of uses but even so, the Entity has also gifted the Killer a new toy to play with the Survivors.

Survivor Bloodpoints Mechanics

• Survivors are granted 200 Survival Bloodpoints each minute for the first 4 minutes, 300 Bloodpoints every minute after.
• Survivors gains 250 Altruism Bloodpoints if they held an item for at least 12 seconds and drops it and another Survivor picks it up within the span of 5 seconds. Each Survivor can only obtain Altruism Bloodpoints this way once per item.
• Survivors no longer struggle once they are Hooked and are immediately Sacrificed but, will respawn in a random closet that is at least 42 meters away after 6 seconds and is immune to the Entity's Embrace and Entity's Deal for 10 seconds.
• If a Survivor once, the next time they are sacrificed they are dead and will no longer respawn.
• The first Survivor to die gains no multiplier to their final Bloodpoints.
• The second Survivor to die gains +50% to their final Bloodpoints.
• The third Survivor to die gains +100% to their final Bloodpoints.
• The last Survivor to die gains +200% to their final Bloodpoints.

New Object Interactions for Survivors - "Tools left behind by our predecessors, to help us survive. To blind us from our eventual doom."

Stuffed Doll - "A toy made of skin, sewn with red twine and filled with something viscous. Whatever it is, it vaguely resembled us."

• The Stuffed Doll is an item that are scattered around the map, usually in hindsight and only 4 in total. Once picked up, Survivors can keep hold of the item which prevents them from being revealed once by the Entity's Embrace. It can also be placed inside a Closet in which once the Survivor who once held it is Sacrificed, they are guaranteed to spawn inside the chosen Closet.
• A Killer who found a Stuffed Doll inside a closet will proceed to destroy it, preventing the Survivor who previously held it from spawning from that closet.
• A Survivor can pick up a Stuffed Doll in a closet that has been previously placed by another survivor.

Old Hourglass - "An ornate hourglass with what seems to be dried blood stains the glass."

• 2 Old Hourglasses can be found placed on top of chest-height objects, once interacted by a Survivor, a countdown will begin for all Survivors in which after 12 seconds, grants all Survivors 150% of their normal running speed for 2 seconds.
• Once an Old Hourglass has been interacted, it becomes a Broken Hourglass that can be interacted by Survivors for 20 seconds with exactly 3 Skill Checks. Upon successfully interacting with it, grants Survivors with 125% of their normal running speed for 2 seconds after 15 seconds.

Survivor's Epitaph - "Pain written in blood, a warning for us for the same fate that waits."

• 3 graveyard epitaphs are scattered around the trial and upon interaction with a Survivor, allows them to pick 1 of the 3 randomly generated pool of Perks of their own. A Survivor can only interact with an epitaph once, locating all 3 graveyard epitaphs allows them to learn all 3 perks.
• Each time a Survivor is sacrificed for the first time, a random Survivor's Epitaph will start to glow. A Survivor may interact with a glowing Survivor's Epitaph, allowing the one who interacted with it to see the Survivor who triggered the glowing epitaph for 30 seconds as well as leveling all of their current perk(s). The glowing epitaph disappears after being interacted once.
• If the Survivor who triggered the glowing epitaph interacted with it, this grants the Survivor the ability to see all of the other Survivors for 15 seconds and levels all of their current perk(s) twice.

Killer Bloodpoints Mechanics

• Upon sacrificing their first Survivor, the Killer can choose from 1 of the 3 randomly generated Perks presented for them. Each survivor sacrificed after levels their current perk(s) and presents them another random set of Perks to choose from as their 2nd. This cycle repeats until the Killer has all 3 Perks and any other succeeding sacrifices simply levels their current perks. Once all 3 Perks have reached Tier 3, each sacrifice will instead present a pool of 4 randomly generated Uncommon Add-Ons to choose from.
• The Killer gains 100% ~ 30% of the first dead Survivor's end score as Bloodpoints.
• The Killer gains 75% ~ 45% of the second dead Survivor's end score as Bloodpoints.
• The Killer gains 75% ~ 45% of the third dead Survivor's end score as Bloodpoints.
• The Killer gains 100% ~ 70% of the last dead Survivor's end score as Bloodpoints.
• Bonus gained is obtained BEFORE the Survivor's multiplier is applied.
• Percentage of points obtained from your next kill gradually decreases after the first 3 minutes, decreasing by 1% every 20 seconds.
• For every successful kill, the Killer has 3 minutes to find their next Survivor to kill to obtain the maximum amount of bloodpoints before it gradually decreases.

New Object Interactions for Killers - "Despite the odds, death is still around the corner."

Entity's Embrace - "What I found in the basement were nothing more but a void, an empty space that fills me of dread. I can feel it. Hungering."

• Located in the basement, what appears to be a distorted eye tracking the Survivors in the basement is a glowing globule of blood to the Killer. Every 2 minutes and 30 seconds, the globule becomes charged - whispering to the Killer and notifying it is ready and upon interaction, releases a wave of energy throughout the map and revealing all Survivors for 4 seconds, increasing by 1 second after the each use.
• The globule charges 15 seconds faster each time a survivor has been sacrificed.

Entity's Tear - "I felt a chill as I vaulted over the window, eyes unseen as a faint red glow disappeared in my peripherals."

• Each window and doors has a visible glowing sigil next to it that a Killer can see and hit to prepare it, causing the next Survivor to pass through it to become visible to the Killer for 2 seconds. Up to 3 Sigils can be prepared and requires 2 minutes before it can be re-activated. If a Sigil remains active for 3 minutes, it becomes inactive and requires to be hit to prepare it again.

Entity's Deal - "Our struggles become dire, our fate becomes clearer."

• While Entity's Embrace is on cooldown, the Killer can interact with it for 10 seconds before flooding the trial with an exhaustive fog. Survivors leaves scratch marks whenever they move as if they were running for the next 10 seconds.

Game Mode Mechanics

• Survivors and Killers cannot bring Perks, Items, Add-Ons on this game mode.
• Perks that specifically affects Generators or Exit Gates does not generate within the pool of perks upon interacting with a Survivor's Epitaph or sacrificing a survivor.
• If the Survivor or Killer has less than 7 Perks, a random Perk will be generated for them for the trial, but they do not keep it once the game has ended.
• The Hatch does not spawn, regardless of how many Survivors are left.
• There are 3 Chests in each Trial that replenishes after 2 minutes after a Survivor has taken an item from it.
• Items obtained from Chests always have a single Add-On, guaranteed to have a Common Rarity upon obtaining the first item in the chest. Add-Ons has a chance to be of higher rarity, but no higher than Rare, each time a new item has been taken from the same chest. There is also a small chance to obtain an item with two Add-Ons upon reaching the 5 minute mark during the trial.
Toolboxes gained from Chests will always have the ability to Sabotage hooks as well as the ability to repair certain objects.
Keys gained from Chests will always have the Add-On to locate Survivors, and on higher rarity, the Blood Amber Add-On.
Maps reveals objects such as Broken Hourglass, Stuffed Doll and Survivor's Epitaph. The Rainbow Map reveals also reveals a Killer's activated Entity's Tear.
• Survivors can go back to Injured State from a Dying State but the recovery speed is 20% slower. They lose this ability upon reaching the 10 minute mark during the trial.
• There are no longer Hooks in the basement.
• Hooks regenerate even after a Survivor has been sacrificed.
• Crows descend on Survivors 30% faster if they stay within an area for too long.

Post edited by Harowing on