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DBD: Wrath of the Queen Chapter

Lord_Xylum
Lord_Xylum Member Posts: 115
edited December 2020 in Creations

[Final Edit: 12/23/2020]

———————————————

NEW KILLER: The Hive

An overpowering Killer, The Hive utilizes Survivor assets against them in hindering and distressing ways, using her power: "Hive Mind".


Base Speed: 4.4m/s

Terror Radius: 24m

Height: Tall

Characteristics: Humanoid/Bug hybrid body, thin insect wings possibly usable for brief flight, mantis-like mandibles across the face, black hexagonal pupils, human hands and feet displaying infestation, elongated wasp stinger protruding through the right palm is used as the basic attack weapon.


*Special Ability: [Queen's Touch]

Using the Power button on a locker, pallet, chest or window vault will activate different effects. The Hive possesses 10 tokens standardly and only gains tokens upon hooking Survivors.

—Activating Queen's Touch on a window vault will infest it. Any survivors interacting with it will become 'Swarmed', suffering the Blindness & Hindered status effects for a short duration, whilst having insects cover the Survivor's screen.


—Activating Queen's Touch on a chest will trap it with a lurking swarm. When a Survivor opens the chest, they will immediately become Swarmed and will have their aura revealed for 10 seconds.


—Activating Queen's Touch on a locker will plant a Nest within. The Hive may teleport from Nest to Nest when interacting with it again. Survivors can attempt to search and purge a locker of its Nest by slow-entering the locker. If a Survivor fast-enters the locker, the Nest traps the Survivor within for a short time. Any Survivor trapped or is purging a Nest is shown with Killer Instinct.


—Activating Queen's Touch on a pallet, even if upright, will cover it in Termites. Termites will consume the pallet after 3 minutes. If the pallet is upright, Survivors can purge the Termites by holding the Interaction button. If the pallet has been used and is vaulted while still covered in Termites, the Survivor will be injured and will suffer the Hemorrhage status effect. Survivors cannot be downed by vaulting infested pallets. The Hive cannot place Termites on a thrown pallet.


*Special Attack: [Queen's Strike]

Holding the Power button will charge Queen's Strike. When released, The Hive will fire a forward-flying swarm of venomous bees at a range of 16 meters. This attack takes 2.5 seconds to charge. For every infested window, pallet or locker, increase the range of Queen's Strike by 2 meters, with a maximum range of 36 meters.


—Queen's Strike cannot pass through obstacles standardly, but can pass through windows and pallets. If all 10 tokens are in play, Queen's Strike will pass through obstacles.


—If a Survivor is injured by Queen's Strike, they become Swarmed for 10 seconds.

If a Survivor is downed by Queen's Strike, the Swarmed status will remain until 15 seconds after the Survivor has been healed from the dying state, or until hooked.



*PERKS*

[Track Your Prey]

"Your hunger allows you to strip away any means of hiding."


When you search a locker, any Survivors within 8/10/12 meters of a locker will scream and suffer the Oblivious status for 20/30/40 seconds.

If a Survivor is hiding inside a locker when this perk activates, once they exit the locker, their aura will be revealed to the Killer for 10/15/20 seconds, on top of the Oblivious status effect.


[Jaws of Death]

"In this realm of darkness, you reach into the void and call to block the light."


Unless there is 1 Survivor in the trial, once the hatch has spawned, call upon The Entity to block the hatch for 60/120/180 seconds. Reveal the auras of Survivors within 24 meters of the hatch.


[Horde's Wrath]

"With great will comes great strength. The Entity beckons you forth."


For every generator completed, gain 3 tokens, up to a max of 3/6/9 tokens.

For every token consumed by OTHER perks, consume a token of Horde's Wrath instead.


*KILLER LORE*

[Arcus: 7667]

"I gazed into the Fog again, pondering the minds of the Killers I've been watching. Do they retain their thoughts, contrary to the Survivors after trials? Do they feel pity? I've watched some even show traits of mercy, though most were only feigning it. Some seemed to enjoy playing with their prey, more than actually killing them. I have access to so much knowledge here, access to the private memories locked away inside so many, and yet....the question remains unanswered; do the Killers feel? Do they feel anything other than bloodlust, rage, and a devout duty to serve the Entity?

Another fissure opened in my quarters. I step forward and I view a woman, a survivor, being pursued by poor Talbot. She turns, stares me in the eyes, almost as if she was somehow acknowledging my presence. Before I could take a sip of my cup, she lunges herself through the fissure and knocks me over. Talbot rushes, but is too late; the fissure seals itself behind her. Too many events happening too suddenly. I spring up to my feet, take her hand and lift her up as well. For a moment, silence, then a question I have been asking myself since I arrived who knows how long ago: "What is this place?"


[Arcus: 7668]

Claire....Claire White. Born of a royal bloodline from Ireland, as old as the land itself, she says. She begins asking a number of questions of which I don't have all the answers. "Thanks for saving me, I guess, how did you do that anyhow?" The fissure? I explained the phenomenon with them and how her arrival caught me by surprise. No one else has ever been here, at least not since I arrived. Claire ascends up the stairs, gazes out the looking glass and into the eternal Fog, beckons me: "Looks to me like you could leave any time. I don't see any freaks out there." Escaping this prison is simply an occasional fantasy now, and I insist to her that venturing out into the Fog would be far too dangerous, and no doubt perilous. Claire just...smirks, opens the front doors to the sanctuary, and vanishes from sight.


[Arcus 7669]

I've grown so accustomed to being alone that Claire's presence muddied my mind, but it was so pleasant to speak to another human being after all this time in solitude. She returned from the Fog yesterday, and brought with her one of those infernal pustula flowers, rithing and decaying rapidly yet still possessing a faint orange glow. "Doesn't look like any flower I've ever seen, at least not until ending up here." Claire says. I hold the flower and explain what I know of them, as well as mentioning the fate of Talbot Grimes. She listens with a certain look, not of curiosity or bewilderment, but of...disappointment. Claire snatches the flower back and laughs. "So, this little flower is what birthed that deranged psycho that chased me? Weak-minded is what I say." Perhaps she's right. Perhaps Talbot was onto something, before his own ambition drove him mad. Perhaps I'm starting to sound like him. Perhaps....no...no. I should rest...


[Arcus 7670]

Another fissure opened itself to us; a dark place, dimly lit, almost like a cave. Claire approaches but I grab her shoulder. She shrugs me off quickly. "You're far too afraid of the unknown. Maybe that's why you're stuck here." I didn't know what to say. Before I could say anything, Claire takes a lantern and steps through the fissure. One, two, three, four steps in. Nothing. She turns, winks at me, then shouts "See? What did I tell you? There's noth-" 5th step crushes an oval-shaped object; makes a squishy sound. Loud, rapidly growing buzzing followed. In that moment, I step forward, reach through the fissure and yell for Claire to come back, to grab my hand, but as I pull her back through the fissure, the swarm followed. I closed my eyes and braced for a painful death, but after a moment of nothing, I opened my eyes. Then I saw. A queen bee, pollinating the dying pustula flower. Claire stands and runs, bursting through the sanctuary doors. The swarm pursues. I get up and give chase, but the doors lock behind them, encasing itself in the Entity's veins.... Her screams will haunt me forever. Claire....I'm sorry.


NEW SURVIVOR: John Reed

Characteristics: Mid-length black hair, pale skin, Dutch background and tone, default clothing consists of a snow-white, slightly worn hoodie (hood up over head), grey-ish jeans with black & white sneakers/boots, mid-20s, body language in menus displays observation and caution.


*PERKS*

[Helping Hand]

"Survival doesn't always have to be a solo game, at least in your eyes."

Performing Cooperative actions with other Survivors increases your rate of recovery for all status effects by 10%/20%/30%


[Bullseye]

"If your years in the wilderness have taught you anything, it's that the hunter can just as easily become the hunted."

Once per trial, searching a chest will grant you a Slingshot with 1 charge. Successfully headshotting the Killer will stun them for 4/5/6 seconds, reveal your aura for 20 seconds, and make you the Obsession. You cannot bring any Slingshots out of the trial.


[Hex: Reversal]

"A Hex rooting itself on determination, emitting a strangely calming energy amongst the user."

Once per trial, cleansing a Dull or Hex Totem while this perk is equipped will transform it into a Hope Totem, emitting a blue flame and granting Survivors the Endurance status effect for 1 health state when within 8/16/24 meters of the totem.

If the Killer finds the Hope Totem, they can curse the totem with the Interaction button, reverting it back to a Dull Totem. When a Hope Totem is cursed by the Killer, all Survivors suffer the Oblivious status effect for 60 seconds.


*SURVIVOR LORE*

"My son, never forget where you came from." These were the last words that John would hear from his father, Edmond, a soldier serving his country honorably. Edmond was granted leave to take care of his only son after John's mother mysteriously vanished on a certain island venture.

Luckily for John, his father took the time they had together to train him in a few survivability tactics, but did not forget to be the father-figure that he knew John needed. Once young-adult John realized that Edmond was not returning home, he was forced to take hold of his life, jumping from odd jobs, though a lingering state of depression and loneliness haunted him.

When John reached his 21st year, he had finally begun building an impressive resume; from a hunting apprentice, to a machinist, to even a volunteer firefighter. Anything to support the small town he resided in. He even found himself a companion, a month before his 23rd birthday.

By his 25th year, his life was complete. He lived modestly and happily with his wife, until he recieved a letter in the mail, sent by an "Edmond Reed", with specific instructions for John to meet him at a remote expedition site. Despite his wife's insisting, John felt compelled to answer this call.

"Has my father truly returned?" He asked himself in his head again and again along the drive. No vehicle but his own upon reaching the site. Something is wrong, John told himself. But his thoughts were cut short. There he stood. Edmond Reed, standing at the foot of a vacant cave. As John approached, the gaping maw seemed to enlarge, almost as if...it was reaching to grab him. And that's exactly what it did.

John's wife pleaded with everyone she could, but nobody could ever recollect that the abandoned expedition site ever existed.

Post edited by Lord_Xylum on

Comments

  • DoritoHead
    DoritoHead Member Posts: 3,546

    Wow, the lore was a really nice touch!

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    The power is a lot, maybe just make people swarmed when the interact with the object to keep it simpler? And do tokens come back if an infested object is cleansed? Its very interesting, and I like the locker porting a lot. The boosting of the new attacks is a bit of a steep curve, I would buff the base stats and nerf the boost from infested objects.

    Track your prey is a bit overpowered, I would get rid of the exit locker mechanic. Jaws of death is fine, I would maybe reduce the range or add a condition to the aura reading. The queens wrath is really cool, I would maybe change it to 1/2/3 tokens gained with a hardcap max of 6.

    Really nice chapter, great lore. Good work man

  • Lord_Xylum
    Lord_Xylum Member Posts: 115

    Edit: Added a Survivor, added Survivor's perks, added characteristics nodes to Killer and Survivor to help visualize for readers (since I don't draw)

  • Chordyceps
    Chordyceps Member Posts: 1,715

    Overall I really like this, I plan on giving more specific feedback when I'm not as busy as I am right now.

    But I also do want to say, when I saw survivor with a hex perk I was thinking "ok, no way this could work". When I read what it does I was like "ok, that's actually really cool, I like that".

  • Chordyceps
    Chordyceps Member Posts: 1,715

    Aight here's that more specific feedback I promised:

    I really like how the queen's touch does something unique for almost ever unique interactable item in the map. All of them will be useful in some capacity too, which is great. My only point of concern is the 20 second aura for chests. For an aura being read, 20 seconds is an extremely long time. But then again, there are only so many chests in a map, which means it can only trigger so many times. I'm having a hard time deciding if the small amount of chests balances out how long that aura reading is. The rest of the interactions though, I take no issue with.

    The Queen's strike also looks like I very powerful ability that also rewards you for being strategic with the queen's touch, which I like. As far as the range goes, it would be nice to have so clarification on the attack range. Is it a projectile like the huntress, or is it more of a beam like the doctor? And how wide is the attack range if its like a beam?

    For tracks your prey, once again, 20 seconds is a very long time to have your aura read. I'm all ears only reads auras for 6 seconds and even then it has a pretty long cooldown. I think for this one the aura reading time definitely needs to be tuned down, especially when you realize that this could potentially pair very well with iron maiden if the survivor was in a locker. The effect for survivors outside lockers I think is perfectly fine though.

    Jaws of death, for as powerful as that effect seems, it also seems like a pretty niche perk. But I also could see myself equipping this if I see a key, kinda like how I'll bring Lightborn if I see a flashlight in the lobby.

    Horde's Wrath, I have no complaints, I like that a lot. I imagine this could be really scary used in combination with Play With Your Food.

    Helping Hands, admittedly, just kinda looks like Vigil, but slightly harder to activate.

    Bullseye is very interesting concept wise. That would give a level of power to the survivors I dont think the game has really ever seen before. My main question would be about how aiming with the thing would work, and how big the hitbox of the projectile would be.

    I already said my piece about Reversal, like it a lot.

    I'm sure this looks like a lot of constructive feedback, but overall I do really like this chapter a lot.

  • EvanSnowWolf
    EvanSnowWolf Member Posts: 1,583

    This feels like a souped up Plague. Why should the Queen's strike injure at range when it also has all that infesting?


    Ranged damage is literally all Huntress has.


    This Killer makes both obsolete.

  • Lord_Xylum
    Lord_Xylum Member Posts: 115
    edited December 2020

    I'm considering nerfing the range buff per token for Queen's Strike, but other than that, the special attack was designed to reward The Hive for taking the time to infest many interactables, thus giving her an edge at loops. If anything, it works similarly to Pyramid Head's Rites of Judgment, except needing all 10 tokens in play to pass through walls.

    Edit: Regarding Huntress, I highly doubt The Hive's existence would make people stop playing Huntress. They have different approaches to loops.

    Regarding similarities with The Plague, Vile Purge causes Survivors to remain infected until they cure themselves. The Hive's Swarmed status effect automatically goes away after a designated time. The Hive doesn't cause any potentially permanent statuses on Survivors.

  • Lord_Xylum
    Lord_Xylum Member Posts: 115

    Final Edit: Added Survivor Lore, tweaked some numerical values for balance.

    This concept chapter was a Work In Progress, but I chose not to add to it too frequently, to give other creators the chances to have their concepts gain some attention on here as well. I hope Wrath of the Queen provided some interesting ideas for not only a Killer, but for perks as well.

    To all those who gave it a read, thank you :)

  • HealsBadMan
    HealsBadMan Member Posts: 1,122

    The only thing I don't like about this is that the ideas came from a fan and not a dev, meaning this probably won't make it into the game anytime soon :( amazing job dude, this is by far my favorite Chapter concept I've seen.

  • Critical_Fish
    Critical_Fish Member Posts: 615

    The power is very detailed and interesting, I like it a lot. Seems a tiny bit like the Demogorgon with the Locker ability, but done better.

    The secondary attack is very powerful, but if Survivors keep up with it and make sure you don't set up it should be fine.


    Track Your Prey is pretty cool, and works a lot differently from other tracking perks. It's pretty neat.


    Jaws of Death is just... ######### keys, all my homies hate keys.


    With Horde's Wrath, Play With Your Food could potentially be viable and that seems cool, I like it. On the other hand, it does make Save the Best For Last even more broken, but that's fine. It does take 2 slots to swing a stick faster, so it's still a tradeoff.



    Helping Hand isn't overly powerful, but it doesn't need to be. It does what it needs to and it looks like it could be very helpful.


    Bullseye is very funny and very annoying, I like it.


    Hex: Reversal is such a cool concept, I would like to see more done with this concept in the future! The perk itself is pretty cool, as well. I would like to focus on the perk itself, but the concept could be so interesting if it was implemented in more perks. Like a tug of war of sorts would be incredibly cool.



    All and all, this is incredibly well made!