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CHAPTER XIX: White Day (2015)

Karaage
Karaage Member Posts: 340
edited July 2020 in Creations

Update #1 (July 2nd): Another horror game that I love, so I had to make chapter for it. And frankly, I think that if devs negotiated with White Day devs, it would be very likely to have this chapter happen. As of now the chapter is still work-in-progress. Main problem is perks, I got idea for maybe one perk but we need 6 total, so I'll update them when I think of something.

Update #2 (July 2nd): Added 2 survivor perks

Update #3 (July 2nd): Added 2 killer perks (it seems I'm doing well with this ;)

Update #4 (July 2nd): Added 3rd survivor perk (stuck on killer's now)

Update #5 (July 2nd): Finished all perks within a day.


Trailer: https://forum.deadbydaylight.com/en/discussion/169482/chapter-xix-trailer


Killer: Choi Eun-Mi, The Pyromaniac

Lore: N/A

 

Movement Speed: 115%

Terror Radius: 32m

 

Power: Mad Blaze             

Press and hold the Power button to release waves of fire in a wide arc before You, setting everything You hit ablaze.

 

Survivors that are hit by the fire waves or touch the burning environment are set Aflame. Survivors can put the fire out by running without stopping.

 

Continuously touching burning environment or being hit by Mad Blaze makes the fire on Aflame Survivors stronger. When it reaches maximum strength Survivors are forced to put it out, making them scream and unable to move for a short while.

 

Power: Mad Sprint

Using Mad Blaze depletes The Pyromaniac’s Power gauge. Once Power gauge fully depletes, The Pyromaniac breaks into a crazed Mad Sprint for a short while.

 

While in Mad Sprint, The Pyromaniac moves at decreased speed (110%) and any Survivor hit by her basic attack is automatically put into the Dying State. Successfully hitting a Survivor while in Mad Sprint completely refills The Pyromaniac’s Power gauge and ends the Mad Sprint.

 

 

Perk 1: Calculated Risk

Grants You the ability to destroy Totems by Your own hand. Destroying a Hex Totem triggers all related effects on Survivors.

Dull Totems within a range of 28 metres are highlighted to You with a white Aura.

After destroying a Totem, Your Movement speed increases by 5% for 20/25/30 seconds.

 

Perk 2: Oppresive Aura

While a Survivor is on a Hook, all Survivors within 32 metres of the Hook receive a penalty of 30% to their Repair and Healing speed.

This effect persists for 20/25/30 seconds after Survivor has been unhooked.

This effect ends early if Killer hooks another Survivor or affected Hook is destroyed.



Perk 3: Hex: Point-Defence

A Hex tied to a single Generator.

A Generator located farthest from you is cursed by the Hex at the start of the Trial and this Hex is applied to a Dull Totem located farthest from the Generator.

Anytime during the Trial when Generator that was damaged by You loses over 30% of its total progression, this Hex is applied to it instead and new dull Totem is selected to become a Hex Totem while the old Hex Totem becomes a dull Totem.

You are notified anytime the cursed Generator reaches 50/40/30% of its total progression.

When Generator reaches 50% of its total progression, Auras of all Survivors repairing the Generator are revealed to You and the Survivors receive a penalty of 50% to their Repair speed while repairing the cursed Generator.

The Hex effects persist as long as the related Hex Totem is standing.

Hex can be applied as long as there are any dull Totems remaining in the Trial.


 

 

 

 

Survivor: Lee Hee-Min (?)

Lore: N/A

Note: Ideally, You would be able to play as any of the three main girl characters as well. However, I’m not sure what would the ideal way to implement them into the game be, as each of the characters has a lot of costumes they can wear. If we release the girls as Lee’s Legendary Skins, would that mean that any of the costumes would be released as separate Legendary Skin? Or if we release each character separately, do we make a total of 12 perks just for one chapter? Although I guess we could do it similar to Legion skins, as they are 4 characters in one as well.

                                                 

 

 

Perk 1: Emergency Repairs

Any Generator that has regressed by over 40/35/30% of its total progression is highlighted to You with a yellow Aura. The Generator stays highlighted until its regression is stopped by any Survivor.

Touching the highlighted Generator grants 60% bonus to Repair speed for 15 seconds.

 

Perk 2: Due Preparation

For each dull Totem cleansed, You gain a Token up to a maximum of 5 Tokens.

Once all Generators are powered, touching an Exit Gate consumes all Tokens. For each Token consumed, 20% of Exit Gate opening progression is passively filled over 8/7/6 seconds.

At max Tokens, 100% of Exit Gate opening progression is passively filled over 40/35/30 seconds.

 

Perk 3: Down But Not Out

After spending 10 seconds in Dying State, Down But Not Out activates.

While Down But Not Out is active, Auras of Survivors within a range of 32 metres of You are revealed to all Survivors.

If the Killer is within a range of 16 metres, their Aura is also revealed to all Survivors and Your Dying State Recovery speed increases by 25/30/35%.

Post edited by Karaage on