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Chapter Idea 'Lair Of The Damned' (no images attached)

Onyx_Blue
Onyx_Blue Member Posts: 1,060

The Weaver - Queen Minerva

4.6m/s

32m 🎯

Average ↕


Power: Silk Threads 🕸

The tunnels sparkled with her silver webbing. Walls and ceilings glistened, and the bodies of those designated as food for her children were draped in silver silk.

Special Ability: Entangled

Press the Power Button to begin charging the power gauge. Once charged, press Attack to produce a thick web that covers a survivor or object that it hits. Cannot hit more than one survivor in a single charge.

Any survivor hit by the Silk Thread will have their movement and vault speed Hindered, as well as, their interactions limited for 60 seconds. An Entangled survivor cannot be healed by other survivors until the web is removed; cannot repair generators and cannot heal other survivors.

Hitting a survivor that is Entangled will free them of the web.

Objects that can be Entangled are: Generators, Pallets, Vaults, Lockers and Chests. Up to 7 objects can be Entangled at one time. Entangled tokens take 10 seconds to refresh upon Tearing.

A survivor can remove webbing from an object by Pressing the Active Ability button to Tear it off.

Anytime a survivor interacts with an Entangled object they become stuck to it. They are stuck to the object for 30 seconds and cannot free themselves. A survivor can free a teammate with no risk of becoming stuck themselves.

A survivor can repair Entangled Generators, but in doing so are stuck to it even after completion. A survivor cannot Tear webbing off an object that another survivor is stuck to.

A survivor inside an Entangled locker becomes trapped inside it for 20 seconds. Once the timer expires, the survivor can break free by filling the Tear bar.

(An Entangled survivor has a unique icon surrounding them on the HUD)


Special Ability: Family Burrow

The Weaver has 2 Traps that she can place down. An active trap has a radius of 4m.

When triggered, a spawn of The Weaver will rush out and grab the survivor, trapping them. A trapped survivor can repeatedly attempt to manually escape the trap; or teammate can free them. The survivor is placed into the injured state after escaping it.

While a survivor is trapped, The Weaver can use the Active Ability Button while stood over another placed trap to summon her spawn over to her; dragging the survivor with it. The trapped survivor is placed into the Dying State and all traps despawn.

All active traps despawn on cooldown. Has a cooldown of 3 seconds.


The Weaver's Bio:

The tale of Minerva, the mountain Queen, was a long one. Told for generations, a horror story to feed human curiosity.

Born to the 10th wife of the King of the Underworld, Draevok, she grew up in isolation. Hidden away from the world, her existance a secret, the throne nothing more than a bedtime story. On the night that her father lost his mind to whispers and paranoia, her mother was murdered. She fled the castle at the discretion of her handmaiden. Years went by, she learned more and more about what the castle she had been hidden away inside really existed for: Histories of experiments, magic and sorcery. She had her motivation to go back to the castle, she just needed the muscle to achieve her goal. The men of the village were swooned and seduced to her side. They stormed the castle like shadows in the night, cutting through the corridors with stupendous ease. When her moment came she seized it, informed a guard of intruders in the castle, and used the commotion to sneak into the Throne room. Lacing the chalices with poison she left as though never there.

The guards returned to the King informing him of a young servant girl who told them of the intruders. She was brought before the King, her father. His face alight with joy and splendor, cheering with the men, his sons, his council, at the achievement of foiling a coup. They raised their chalices aloft in a toast to their good fortune and gave thanks to this young girl before drinking. When asked to approach, she lifted her head before her father, his face awash with horror and shock as he recognised his own daughter. Startled, he yelled for the guards to seize her, "she is my daughter! S-she is to be taken to the labs before she can do anymore harm here!" No sooner after uttering those words did he fall to the floor, clutching his throat as a thick froth formed at his lips...just like all of her brothers too. She stood smiling at her work. Unsheathing the weapon from the guard beside her, she slashed at him, relieving his head from his shoulders.

She approached the council members who still had their breath, demanding they recognise her as their Queen. Demanding a lot of her new subjects. First order of business was to change the function of the lab. It was now to become her very own incubation chamber for her children. She had read the books and heard the stories about what this machine could do, and she wanted its power. She ordered them to make her children and make her into something beffiting of their mother.

Spell after spell, surgery after surgery resulted in her being implanted with the embryos of her would be children; just like she had read about, just like she desired...not quite like she had read, but exactly as she desired.

She spawned the eggs of her children, the incubation pods keeping them until they were ready.

Over the hundreds, then thousands of years, she used the lab to produce as many children as she wanted. Her genetics altered, but not entirely, made her a ruler of monumental terror.

The castle became lost to the mountains eventually, and soon became buried by overgrowth and life. A toursist attraction fo people who sought thrills to go exploring at their own curiosity. A ghost mountain to those who dare not brave it. None ever returned from the darkness of the mountain.

Over time, Minerva heard whispers in the darkness, whispers that scared her children, but in many ways comforted her. She looked up to see legs that resembled that of her childrens, she smiled and welcomed them. The claws reached down and took her up, up and away from her children...into a new mountain. One filled with fog...fog and victims...victims for her to play with.


The Weaver's perks:

Still Cut - The venom extracted from your children is applied to the tip of your weapon.

Survivors put into the Dying State by your Basic Attack have their Recovery and Movement disabled for 20 seconds. Survivors can still heal the affected survivor.

Has a cooldown of 100/80/60 seconds.

"Be still now. It's time for my babies to feast..." - Queen Minerva


Hex: Pitfall - The tunnels and holes created by your children make for excellent traps for unwitting victims.

Aura Reading and Audio Notifications for Set Traps and Totems are disabled for all survivors. When this Hex is Cleansed, all Totems become blocked for 15 seconds.

"Patience, my children. They wander as if they are blind." - Queen Minerva


Hex: Infestation - Anything left in your wake is food for your children.

Any area that you have recently injured a survivor in becomes tainted by your monsterous presence. Breathing and groans of pain are 50% louder; Blood is considerably brighter and Footsteps are 25% louder.

The radius has a range of 12m from where the successful attack occured. The affect lasts for 30 seconds per hit.

"Come, my children, pick clean the bones of our enemies that still remain here." - Queen Minerva


Survivor - Joseph Carter's bio:

Living as a man of faith in a cloister of 20, Joseph learned the values of serving his community.

Everyday at 9am the cloister would do their rounds: a picket preach raising awareness of the dangers of the evil forces at work to the passerbys, followed by group prayers back inside the cloister. This was a routine that every young man in the cloister had to abide by, to show devotion to the cause. Months went by and Joseph became stale with it all; he doubted whether his life was worth spent speaking aimlessly at people who didn't want to hear anything.

He prayed on it for days, and eventually his prayer was answered "we've had a call from a woman, she says her house is haunted and in need of cleansing. Joseph, accomany me." He would finally be able to "see what our faith does for the flock" as Father Hammely said.

They arrived at the distressed woman's house, a chill greeting them upon entry. She informed them of all the goings on, and how her son is acting strangely. They investigated each room, saying a prayer and gaining a feel for the state of the house. Once they had returned to the living room, Father Hammely informed the woman that there was in fact a ill-presence in her home. He asked Joseph to join him in speaking with her son. The boy was a recluse in his own house, curtains pulled, and toys positioned into an unusual pattern. Father Hammely clutched his bible firmly and began speaking to the boy. He asked him "what are you doing?" The boy remained silent. He asked again, differently "what are you doing with those toys?" The boy looked around and said "making a doorway for Nick."

Joseph watched on as Father Hammely's face grew stern yet worried, then messed up the arrangement of the toys whilst reciting scriptures. The boy yelled at him violently as the house rumbled. Father Hammely told Joseph to join him, together they both spoke scripture after scripture, their voices growing louder as the house shook more and more. Picture frames fell from the walls, the mother's coffee spilled over onto the carpet. Until finally, silence. The boy looked on, dazed, as if he had just woken from a coma. His mother rushed over to him checking on him, he scrambled from her clutches to get air. Father Hammely looked at Joseph and beckoned him to leave the room. The experience reenvigorated Joseph's faith and purpose in the Cloister. They had helped a family rid themselves of evil. They had protected the flock.

Months later, on the night of his ordaining ceremony, Joseph decided to visit the family that had reignited his faith so fiercly. On his way over to their house he heard otherworldly whispers coming from every direction. Whispers that he couldn't understand; clutching his bible he spoke words back to them from John, Isaiah and Matthew. The whispers were unrelenting in his mind, a cloud of darkness washed over him. Joseph fell to his knees and clutched his bible closer to his chest. He shut his eyes and felt the whispers begin to quiet. When he opened them again, he was surrounded by fog. Fog and and a campfire...he clutched at his bible once more and prayed.


Joseph Carter's Perks:

Divine Intervention - Your faith will see you and those around you brought to salvation.

When 2 or more survivors are in the Dying State, Divine Intervention activates. While active, the killers aura is shown to all survivor's not in the Dying State. Divine Intervention deactivates when a survivor is carried or picked up into the Injured State.

"Have faith, my friend. We will not be abandoned to evil" - Joseph Carter


Cast Out Darkness - Your faith was shaken once, never again.

After being healed the equivalent of one health state by another survivor, you gain an increase in speed to heals, unhooks, searching, cleansing and opening Exit Gates by 10% for 60 seconds

"Evil will never be our ruler..." - Joseph Carter


Serve The Flock - The people need to be made aware of the evil in this world.

After being injured by a Basic Attack, all other survivors within 40/48/56m of you see the killer's aura for 3 seconds.

Has a cooldown of 120 seconds

"There are forces at work that want to see us suffer. We cannot let people go on unaware..." - Joseph Carter


Map:

Draevok's Castle - The Grounds

Comments

  • TheMythicalCat
    TheMythicalCat Member Posts: 175

    This killer would be busted. Both abilities are really good on their own, together are borderline OP.

    Her webs would be a better Clown. It slows survivors, it traps them, it forces survivors to waste time cleansing things, it completely shuts down loops, the only bad thing about it is that you can't place new ones until Survivors cleanse old ones. This power is just REALLY good on its own.

    The traps are just better Trapper Traps, but a few things I think weren't explained clearly, so I'll touch on those first. When one trap activates, all traps despawn after 3 seconds? How long does it take for each attempt to escape, and how likely is it for them to escape on each attempt? Is the killer notified when they are trapped? Are other survivors? How long does it take to place a trap? Is there any way to remove them? Anyways, now onto why this is so good, and just outclass Trapper in nearly every way. They automatically come back when one is activated. You don't need to be near them to down a survivor off of them. It has a 4 meter radius. The only real weakness of these traps compared to Trapper, is that only 2 can be out maximum (1 if you use them optimally, you always want to keep one on hand to teleport Survivors to you), and that they aren't really effective in a chase. Since you only get two, and there is no way to force them back into your hand, if a survivor leaves the trap, you can't get it back in that chase. This would be a problem, if this was this killers only power. The existence of her webs covers up the only weakness of her traps.

    I would say rework the traps a bit. Give her a few more, make it so that they don't injure survivors, but make it so that survivors pulled by it are not downed. Instead are just whatever health state they where in. This makes it so that you can't insta-down healthy survivors from across the map, but you still get good value out of trapping someone.

    For Killer Perks:

    I can see what you where going for with Still Cut, but its best usage isn't to slow down survivors being picked up. The best use for this would be to counter Unbreakable/Decisive Strike. A thing a lot of survivors who run this combo do is bodyblock off hook. If they get picked up, DS. They get ignored, Unbreakable. However, this completely negates Unbreakable. You can just leave them on the ground without having to worry about them getting back up really quick. I like the idea, but this perk would get used in very different ways then I think you intended.

    Hex: Pitfall isn't that useful. There's only like one perk that allows you to see auras of Traps (Detective's Hunch), and one item (Map). Unless this killer's traps have an audio cue, no trap has an audio cue. And blocking Totems for 15 seconds is just not helpful. 15 seconds where they can't cleanse Totems is only helpful if several people know where it is and you're trying to defend it. But 15 seconds isn't that long. If you want to keep this on traps and totems, maybe make it so that anyone who disables any trap is Exposed for 10/20/30 seconds, and when the totem is cleansed, anyone working on a Totem has their aura revealed to you when working on any totem for 30 seconds. Something along that line. Having a perk only work on Traps would make it only work on a few killers, but those killers could get good use of it.

    Hex: Infestation could be a cool perk, but the timer really kills it. Since it's a Hex Perk, making the areas last as long as the Hex is up would be more balanced. Currently, when you injure a survivor, they run away. So this perk wouldn't work on the survivor you just hit, and honestly never will. But that's not the issue. The issue is that the 30 seconds stops it from working on any other survivor. Having permanent areas where the Killer can track you better until the Hex is cleansed would be much more useful, and encourage people to cleanse it. Survivors could just ignore this perk in its current state.

    For Survivor Perks:

    Divine Intervention is a nice anti-slugging perk. Any killer who immediately picks Survivors up won't be effected by this, but against Sluggers? This would work WONDERS. Knowing exactly where they are at all times is REALLY helpful. I really like this perk, it's powerful but doesn't do anything to Killers who don't slug.

    Cast out the Darkness doesn't have the numbers to justify the lack of gen speed, and the 60 second timer. 10% isn't much. Healing goes from 16 to 14.4, for reference. Either slightly buff numbers and include Gen speed, or just buff the numbers even more.

    Serve the Flock doesn't really have anything wrong with it, except for the fact that anyone close enough to need to know where the killer is, will be able to see the killer. If the range was buffed, and the aura reading was lengthened, this could be decent.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @TheMythicalCat I never thought of it like that, maybe they would be a broken killer if both powers exist at the same time lol. Could always give her the Freddy treatment; make her Entangled ability be her base power function; then have Family Burrow be available upon using an add-on?

    - Family Burrow, I actually made a typo in the power which is pretty big lol she has 3 Traps, not 2. And the way it works is this: a survivor gets caught in one; while they are trapped; everyone sees their aura; the killer is the only one that gets a noise notification of the burrow activating; a survivor takes about 1.5 seconds per attempt to fill the escape bar, it's completely rng when you escape but the first attempt is never a success; all placed Burrows despawn once a survivor escapes the trap or is brought to the Weaver. I would say that your idea for more trap tokens and not applying the dying state makes more sense now that I have thrown the idea of making Family Burrow be an add-on replacement power. Since you could potentially be able to trap a gen area and physically drag a survivor from a unpressured area all the way to an area you are currently occupying because of multiple survivors being there. There should also be a way for survivors to deactivate it, as it were. I was thinking initialltly that the Spawn could be juked or dodged if the survivor reacts fast enough. But perhaps if the survivor crouches over it, they can throw bait at the burrow to trigger the Spawn to pounce then despawn. The power would then need to be altered; maybe make it so that a Burrow that is baited shut also triggers the Burrow that is furthest from to despawn too?

    - Still Cut, that was actually the function I had in mind for it. For those situations where a possible DS could be in play and there is no longer as much pressure on the killer to feel like they have to keep tabs on the pick-up plays etc.

    - Hex: Pitfall, you're right, on the surface, sinply defending totems for that short amoung of time is wasted potential. So how about this: While active, aura and noise notifications for traps and totems are blocked for all survivors. When cleansed, all totems become blocked for 45 seconds and any survivor currently performing an interaction, including the survivor that cleansed the Hex, becomes afflicted with the Blindness and Exhaustion status effects for 40/50/60 seconds?

    - Hex: Infestation, it overlaps each attack. So, if I hit a Meg in the Shack, the shacl now has a 12m area of effect where the perk functions, if I were then to follow Meg to the Jungle Gym where I proceeded to down her, there would now be a 12m effect in that jungle gym but also the effects in Shack would still persist until that 30 seconds expires; and so on and so on until the Hex is cleansed. So you could potentially have 4 areas effected at once if you were quick enough to get that many Basic Attacks in succession. But perhaps the timer could just be extended to 30/60/90 seconds?

    - Cast Out Darkness, you're right, the numbers should be buffed, maybe 25% to all currently listed interactions for 40/50/60 seconds.

    - Serve The Flock, i'd say for a perk to tell the rest of your team that you're being chased here, and this is exactly what the killer is doing for that amount of time, could definitely be worth it and not feel wasted, even if some teammates are close enough to know that the killer is in that area chasing you, they would still appreciate the certainty of not needing to get off a gen prematurely, for exampe.

  • TheMythicalCat
    TheMythicalCat Member Posts: 175

    @Onyx_Blue

    I think both powers can exist together, and I think the only thing that needs changing is the traps. The traps are too strong with the other power, but the other power works fine. And I don't think the power being a stronger Clown is an issue with the power, but an issue with Clown himself.

    I think with a way to deactivate the trap, it could coexist with the other power very easily. That way all aspects of her power have counterplay, but are dangerous if they don't actually counter her. And those explanations cleared up a lot, but my opinion of the power hasn't changed about the changes needed.

    That makes sense that Still Cut was intended to counter Unbreakable, it does it very well.

    There aren't really any noise notifications for survivors in regard to traps. The active power of this perk still wouldn't help very much, it would effect 2 things not ran very often, and the noise notification wouldn't do anything. The only trap I can think of that has a noise is Hag Traps when activated, and you'll know if you activated one even with this perk.

    I know that it can effect multiple areas, but the timer still would be too small. Since you wont get use out of the area when you just get it, it needs a longer/infinite timer. And I think 90 seconds is still too short for a Hex Perk that has a small radius with a weak-ish effect. Remember, Devour Hope allows you to gain insta-downs after 3 hooks, and a mori after 5, and the perk is rarely used. Making areas where you get tracked easier permanent would not break the perk, and would probably still be a bit weak. But having large sections of the map be anti-stealth would encourage survivors to look for the totem, if they run out after 90 seconds they'll just avoid those areas for a bit and ignore the Hex. Survivors can very easily waste a minute of your time, it's why you wait until your right next to survivors to fully stalk with Myers and Ghostface. Have the part that changes through leveling be the radius, but having it be permanent until cleansed would be the best way to make the perk a real threat that makes people want to search for it.

    The biggest issue with Serve the Flock is that Empathy is just this but better. Empathy has infinite range, infinite duration as long as they're injured, works on everyone who's injured, works on non-basic attacks. Running Spine Chill instead tells you if the killer is coming for you. Bond works even if you don't get hit. Bond and Empathy don't reveal the Killer's Aura, but revealing the Survivor's aura is only slightly worse, and lasts longer and with less conditions. This perk works for 3 seconds, doesn't activate on; Hatchet, either Chainsaw, Feral Frenzy, Plague super vomit (forget the name), Pig Dash, and Demo Lunge, and only works in a 56m radius. The only benefit over the three perks I listed is that it shows the Killer's Aura, but it's still only 3 seconds. The only time this perk could be used is on Legion, but his power wouldn't activate it anyway. There are just better perks for what this perk is trying to do. More range and a longer reveal could make it viable, but it wouldn't work in its current state.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @TheMythicalCat

    - Hex: Pitfall, the way it functions would hard counter Detective's Hunch, Small Game and Maps. It would also prevent survivors that don't trigger the Hag or Trapper traps from knowing they have been triggered or disabled. They also wouldn't see the aura of the survivor inside the Bear Trap; making them clueless as to being able to help them unless they are right near them anyway, in which case, Trapper most likely wouldn't get anything directly from that trap anyway. It would also prevent survivors seeing Hag traps when trying to burn them with a flashlight too.

    - Hex: Infestation, hmm yeah I see your point now. Yeah, it would be very easy to just avoid altogether as it is. On conception I was thinking "be great in a loop to avoid being juked/ghosted", but you mentioned most survivors would rotate between loops if this was active; so yeah, maybe make the areas permanent. How about this: "While active, anytime a survivor is hit 'the conditions' exist within a range of 16/20/24m. Effects recycle after 4 hits." (So, a 5th hit means the 1st hit area disappears and becomes this new area - that would make certain areas be a cause for concern, while also teasing survivors with the mindset of "do I need to find it yet?")

    - Serve The Flock, perhaps 5 seconds with a range of 56/64/72m? I feel like it should only be for Basic Attacks due to it giving survivors intel from a perk that they aren't even running.