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New Chapter: Time’s just a Construct

BrotherShadow99
BrotherShadow99 Member Posts: 8
edited July 2021 in Creations

((((((((This is my first attempt at a chapter so any and all advice would be appreciated! These are story characters of mine that I think would fit perfectly in the DBD universe! While I’m not the best artist, If people like this, I’ll make visuals for it! Enjoy! Sorry that it’s long….)))))))))


Chapter: Time’s just a construct.


Survivors: Jason and Sammy Zarelli

Killer: The Timelord, Joshua Kingswood


Survivors: Jason “Hatchet” Zarelli

Build: Built like Daddy Felix

One of the two Zarelli twins, Hatchet is an expert when it comes to machines, even if he can be reckless, and sometimes considered mad for his tactics. With his reliance on his token based perks, he can turn the tide of a match with anything but finesse

Teachable Maniacal Genius Perk:

”Sometimes the greatest idea’s come from those who look a little into what’s considered mad.”

Sometimes making risky decisions pays off, and sometimes the reward is way better then the risk taken

For each Generator that gets finished, Maniacal Genius gets one token, up 3 when all generators are finished.

For each token put on Maniacal Genius, the zone for a great skill check on all skill checks increases by 15%, but the success zone of skill checks is decreased by 15/12.5/10%


Teachable Desperate Inventions:

”Alright! Put this wire here, that one there… Oh god please be right.”

When the risk and danger is high, the greatest inventions can come from sheer desperation. With knowledge of how machines work, the simplest of devices can be pushed a little bit further then before.

Start the match with 3 Tokens

Each time an item is depleted, while 15/20/25 meters of the killer, hiding in a locker for 5/4/3 seconds creates a one time use Item based on 4 priorities.

Priority 1: If you are cursed or Hexed, create a map with a 8 second charge that reveals totems. Gets destroyed once charge is used up.

Priority 2: If you are injured, get a med kit that was a 1 full heal charge, with an 20% increase in healing. Destroy after use.

Priority 3: If one or more teammates are injured, build a map that directs you to injured teammates, with a 4 second charge. Destroy after use.

Priority 4: if none of the above requirements are met, build a tool box with 200% repair speed and a 5 second charge. Destroy after use.

Each time an item is built, lose one token


Teachable Destructive Restoration:

”Test 3765… Time to reverse death itself.”

The only way to truly escape death is to put yourself on the brink and figure out how to not fall.

Start the match broken, and with the deep wound status effect.

Gain the ability to mend yourself. Deep wound comes back into effect every 60 seconds.

While under the effect of deep wound, repair speed is increased by 20/22.5/25%



Survivor 2: Samera “Sammy” Zarelli

Build: Built like Yui Kimura

A loyal and rowdy leader of a gang that goes by the name of Nova Arc, Sammy relies on her steadfast nature to survive and inspire others to fight back


Teachable Stand your Ground Perk:

”Stand strong Nova Arc! We’re in this together!”

With experience of leading people through hopeless situations and getting them out alive, the ability to get a job done depends on how far your willing to push those around you.

When working on Gens or healing with 1 or more survivors, every 4/3/2 skill check is automatically a Great Skill check

When the killer is within 24 meters, Skill checks occur more often, but have 5% more chance of occurring, and 2% more progress for every great skill check


Teachable Dirty Pit Fighting Perk:

“Keep a watch for the police, and make sure only one of you walks out of this ok!”

When a killer picks you up, all Survivors aura’s are hidden for the duration of you being carried, and when another survivor is picked up, your aura is hidden for the duration of them being carried

Dirty Pit Fighting allows a survivor to sacrifice one hook State and Charge a killer. If they hit, the killer drops the survivor and is stunned for 1/1.5/2 seconds

The survivor that charged becomes the obsession

This perk lessens the chance of starting as the Obsession


Teachable Warrior out of Time

”Just you and me, Jay. I’ll see you in the next life.”


With the experience of dying over and over again through different timelines, there comes a time when Death no longer seems so frightening. Just need to know you can stare it down.

When this survivor stuns a killer, the stun lasts 1.5seconds longer. Warrior out of time then has a 60/50/40 second cool down.

This effect greatly increases the chance of becoming the obsession.


Killer: The Timelord, Joshua Kingswood

Build: Around the same size as the Trickster

A Quantum Physicist who’s studies into rupturing time drove him insane. He learned how to manipulate time in a controlled time, using his studies to trap and contain, buying him time to collapse his anomalies


Power: Anomalous Rupture


Through his studies, he’s learned how to open up rifts in the world around him, and close them forever. However, his ability depends on his ability to understand the world around him.

Everytime the Timelord damages a Generator, the Auras of all Windows and Pallets on the map get highlighted for 4/5/6 seconds, as well as the Obsession.


T1: Damaging Generators sends a shockwave around the map, highlighting the Obsession, all Pallets, and all Windows for 4 seconds

Gain one Token for each damaged Gen

T2: Once Timelord gains 3 tokens, He gains the ability to temporarily destroy pallets. By directing his time warps towards a pallet, he can cause them to vanish for 25 seconds. This skill has an 80 second cool down. The shockwave now keeps Windows, pallets, and the Obsession highlighted for 5 seconds

Gain one token for each Vanished Pallet and Damaged Gen

T3: Once 8 tokens are collected, The Timelord can put downed survivors into lockers and put an unstable time anomaly around that locker. If not rescued in 30 seconds, the anomaly collapses, and takes the survivor with it. (a Special Mori like Pyramid Head!)

This anomaly has a cool down of 180 seconds.

While T3 is active, Damaging Gens highlights the before mentioned things for 6 seconds, and hides pallets for 35 seconds.


Perks:

Watch of the Lastman

”Sometimes the memories of those who fought in the past are seen by those in the present”

The last Gen you kicked gets marked with a yellow aura. Once a survivor starts working on it, a loud noise notification sounds, and reveals all survivors for 5/6/7 seconds.

This effect has a cool down of 100/90/80


Hex: Time Warp

”Time is an ever changing flow of failures and success. My goal is to bend it to the latter.”


When active, generators you damage regress at 200% faster speed, healing decays by 2.5% per second when not actively healing, and pallets automatically break in 28/24/22 seconds after being dropped, unless lifted back up.

When the totem is broken, all effects are multiplied by 5x for 4 seconds. At the end of this duration, all Pallets get destroyed


Hunter’s Insanity

”Hunters are able to track their prey by looking at what they leave behind. Why shouldn’t we be able to?”

Bloodstains are no longer visible normally.

While standing on scratch marks, bloodstains become visible and are slightly/moderately/greatly brighter

This effect persists for 3/4/5 seconds after leaving the scratch marks, or until the blood disappears

Power Add Ons:

Common

Case File- “Sight beyond Time”

A case about the belief that one can see everything and nothing at the same time, if they ignore the fact that time exists at all

Slightly Increase the duration of Aura’s revealed by Anomalous Rupture


Case File- “The Houdini Theory”

Houdini never really died now did he? The theory was that he was the first person to ever break the time lapse, and that he shot himself through time.

Slightly Increase the time that Pallets are vanished


Yellow

Unreadable Lab notes

They looked like they were written by a child, but children don’t know half the stuff written on it

Moderately increase the time aura’s are revealed by gen breaking


Diagram of a Black Hole

Detailed notes of the workings of a Black hole, and notes written in the Margins.

Moderately increase time Pallets are vanished


Broken machine parts

Parts of a machine long forgotten, it’s use unknown except by one person.

Slightly decrease the time it takes to vanish Pallets


Green

Electrified Battery wire

They hum as if still connected to the car battery it was originally from

-Increase the speed at which you break gens

-Moderately Increase duration of Aura’s


A blinking Locket

The locket phases in and out of time, inside a photo of a woman with two children, both the same age

-Pallets no longer vanish until after they are dropped, then they resume being up after the duration of the vanishing


Purple:

Case File- “Miss Nobody”


A case file on a charming woman who fled her old life to start anew. The study mentions that she seemed just as alive dead as she was when she walked this earth.

Every time someone heals the obsession while they’re revealed, the Obsession becomes the healer


Iridescent


Case File: “The Undying Man”

The study talks about a man who never dies, seen throughout all of history. A note saying “He will not escape again” scrawled onto the side.

After chasing a survivor for 30 seconds, the next hit on them downs them, regardless of the Health state If there was no hit in between


Case File: “The Woman in Blood”

The study talks about a brave woman who gave herself time and time again to see the innocent away from danger. The words “Never again…” written on the page.

Survivors hit by the Killer get Oblivious for 40 seconds, and can not heal until they escape the hook



((((((((That’s it! Hope you enjoyed it! I took inspiration on how to make it from the dude that made The Animal in a different post! I hope saying which character they are the same size as helps a little! I didn’t feel like describing it honestly… Anyways! Any suggestions would be dope! Hope you like the Zarellis and their hunter! Also if you want their backstory, just ask! I’ll explain it!))))))))

Post edited by BrotherShadow99 on

Comments

  • NateyBoi
    NateyBoi Member Posts: 315

    Good concept! The survivor perks are well balanced.

    Now, for the killer, maybe change the time for vanishing pallets lower, by 5 seconds IMO.

    The locker seems a bit against game mechanics but could be worked around.

    Idk if im blind but i dont really see killer perks, ive read twice but no perks so im not sure if it would work well.

    Very good concept though, *Claps*

  • bjorksnas
    bjorksnas Member Posts: 5,701

    I think all the survivor perks have way too many scaling factors and especially having important scaling factors, and most of them just overshadow other perks that already exist or are blatantly overpowered

    Desperate inventions is just build to last but you get 75%, 150%, 225% more item usage then built to lasts 50% extra item usage

    Destructive restoration seems too easy to just farm tokens on and have plenty of extra hits making it a nightmare for the worse killers in the game since losing chase is extremely easy to farm and overshadows perks like mettle of man where you have to work for additional hits

    Dirty Pit fighting straight up overshadows breakout in terms of extra wiggle speed, lets it also convert into recovery, and on top of that can be used to get free consistent saves while a killer is carrying a survivor just at the cost of 1 health state seems extremely overpowered, maybe if it was a the cost of 1 hook state you can save another survivor from the killers shoulder but 1 health state of a consistent free rescue that also has an increased stun on top of its other effects is just not a perk that should be in dbd

    Warrior out of time is just better iron will since now you get a 14 second self heal at the end of it and its completely silent at all tiers

    None of these perks have an original identity they all just take effects from other perks and completely overshadow them at what they do and sometimes even are 2-3 times stronger than the original or have extra effects that encompass even more perks


    What I think could be improved easily

    Less scaling factors

    Less effects, perks don't need to be self care while also being iron will while also being botany knowledge, a perk should be 1/2 effects at most and try not to overlap other perks effects without reason

    Less overlap, most of the effects are just effects from other perks but overshadow the original perks in either every way or almost every way perks shouldn't completely overlap other perks and both outdo them and provide more value than the original just because it can


    Here's an example of one of your perks reworked to have its own identity with less scaling factors and also able to be its own unique perk

    Warrior out of time, When you become injured warrior out of time activates, after 110/100/90 seconds of being injured you gain the ability to heal yourself at 80% normal healing speed, this is increased to 120% normal healing speed after 60 more seconds the perk resets upon becoming healthy.

    So this new version has 1 scaling factor, it also has a total of 2 effects, be able to heal yourself after remaining injured for a certain amount of time, and increase how fast you heal yourself if you wait even longer and It has its own identity as a self healing perk since while it has a similar effect to self care its niche activation requirements set let it be its own separate perk

  • BrotherShadow99
    BrotherShadow99 Member Posts: 8

    Thanks for the words! Also you’re right! I was making this at work so I completely forgot to make perks! I’ll update that!

  • BrotherShadow99
    BrotherShadow99 Member Posts: 8

    I added perks to the killer as I didn’t realize I forgot them!

  • BrotherShadow99
    BrotherShadow99 Member Posts: 8

    Hey! Thank you! I will admit that I took inspiration from perks that I thought matched my character’s personalities! I I like the idea about one hook state honestly a lot better as Sammy’s idea is about a high risk play to altruism! I said one health state as I was thinking that a person could down themselves if the carried survivor is on their second already!


    for desperate inventions, I wanted to do something with items as that’s kind of who he is, and I honestly forgot about built to last! Any suggestions for the perks that you haven’t mentioned? I really want to try to make this(at least on paper as I wouldn’t know where to begin with anything else lol) I don’t wanna make other perks basically useless, but I wanted to give them kind of a fun spin, like Sammy’s being about self risk and Jason’s about the usefulness of items!

  • bjorksnas
    bjorksnas Member Posts: 5,701

    Don't get me wrong, I think its great to be able to create and pour effort and creativity into things so don't think I don't see the effort put into things but I do think there was a good amount of overlap, but I can share more ideas for making each perk more unique

    Desperate inventions, desperate inventions starts with 3 tokens, while in a locker you may activate this perk after a 10/9/8 second delay desperate inventions creates a temporary item dependent on the situation (like flashbang and vaccines you can't take the items out of the trial) preview of the items is availible before you start crafting it and the outcome doesn't change

    Items desperate inventions can make and the priority they have

    Priority 1 hexed and exposed by devour hope you will make a map with 16 meter totem tracking and 15 second of duration, when all totems are cleansed the map is automatically consumed

    Priority 2 injured and not broken will give you a medkit with 16 charges and a 10% healing speed increase once the heal finishes the medkit is destroyed

    Priority 3 all teammates are injured and not broken will give you a key, this keys channeling is always active and shows you the auras of teammates within 24 meters and shows your aura to them, this key has a duration of 60 seconds

    Priority 4 if none of the above conditions are met you will get a flashlight with a 4 second duration, if you successfully blind the killer reveal their aura to all survivors for 5 seconds and consume the rest of the flashlights charges

    Now the perk is a constantly shifting adapt to the situation kind of perk, where you can hopefully get items to shift the situation back in your favor and it can be used 3 times per match at the cost of some of your time

    What do you think about the perk becoming something more like this

  • BrotherShadow99
    BrotherShadow99 Member Posts: 8

    I think you just made a perk that fits Jason way better then what I had before! Mind if I use it? Only thing I would change just because the type of survivor he is would be that the priority 4 being a toolbox instead of a flashlight, maybe with a short charge, but has a sort of “sprint burst” where for like 2-3 seconds, it has 200% repair speed?

  • BrotherShadow99
    BrotherShadow99 Member Posts: 8

    What do you think now? I looked through the perks and tried to tone them down a little and make them more reasonable, while still sticking to the theme

  • bjorksnas
    bjorksnas Member Posts: 5,701

    Alright heres my opinion on each of them

    Maniacal Genius, Has potential but just needs one fix, the scaling factors, I would personally reword the perk as follows

    For each token put on Maniacal Genius, the zone for a great skill check on all skill checks increases by 15%, but skill check success zones decrease 15/12.5/10% per token

    The perk now has 1 scaling factor rather than 2, the wording is more consistent with other perks relating to skill checks, and the effect is more concrete across tiers, now instead of a maximum of 15% at t1, 30% at t2, and 45% at t3, the bonus is the same across all tiers but the higher tiers lower the penalty part of the perk


    Teachable Desperate Inventions, The wording still needs a bit of updating and less scaling factors would be nice that way the perk is nearly as strong across all tiers, and some of effects just need to be toned down a bit just because they overlap with other perks (namely the healing speed on the medkit making it much stronger then using a perk like pharmacy for example)

    Start the match with 3 Tokens

    Each time an item is depleted, while 32 meters of the killer, hiding in a locker for 5/4/3 seconds creates a one time use Item based on 4 priorities.

    Priority 1: If you are cursed or Hexed, create a map with a 8 second charge that reveals totems. Gets destroyed once charge is used up.

    Priority 2: If you are injured, get a med kit that was a 1 full heal charge, with an 20% increase in healing. Destroy after use.

    Priority 3: If one or more teammates are injured, build a map that directs you to injured teammates, with a 4 second charge. Destroy after use.

    Priority 4: if none of the above requirements are met, build a tool box with 200% repair speed and a 5 second charge. Destroy after use.

    Each time an item is built, lose one token, items cannot be taken out of the trial


    This one I think is fine actually but maybe the bonus can be a bit less tier dependent


    Teachable Destructive Restoration:

    The only way to truly escape death is to put yourself on the brink and figure out how to not fall.

    Start the match broken, and with the deep wound status effect.

    Gain the ability to mend yourself. Deep wound comes back into effect every 60 seconds.

    While under the effect of deep wound, repair speed is increased by 20/22.5/25%





    On Stand your Ground I think there are still a few too many scaling factors and the perk is much too luck dependent so what I would change is make it not luck dependent for the first part and change the 2nd part of the perk to be longer range but weaker effect, and have the 2nd effect be clearly independent of the other effect

    When working on Gens with another survivor or healing another survivor, every 4/3/2nd good skillcheck you hit automatically counts as a great skillcheck

    When the killer is within 24 meters, Skill checks occur 5% more often (additive) and have a 2% progression bonus on great skillchecks


    Dirty Pit Fighting is fine but I think the aura blocking should only work if you are the one picked up and only work on you when others are picked up but everything else is fine, not too many scaling factors and just the right strength for its cost

    When a killer picks up a downed survivor, your aura is hidden for the duration of the survivor being carried, and when you are being carried all other survivors auras are hidden

    Dirty Pit Fighting allows a survivor to sacrifice one hook State and Charge a killer. If they hit, the killer drops the survivor and is stunned for 1/1.5/2 seconds

    The survivor that charged becomes the obsession

    This perk lessens the chance of starting as the Obsession


    Warrior out of Time, I think this perk could use a cooldown rather than a permanent action speed decrease, since that speed affects the whole team

    Whenever you stun a killer increase the length of the stun by 1.5 seconds, this effect has a cooldown of 60/50/40 seconds

    This effect greatly increases the chance of becoming the obsession.


    Each perk is still unique in their own regards but lowering the scaling factors would make them much more consistent and viable across all tiers rather than extremely niche at t1 and useable at t3, also the luck effects have been reigned in and any newly created overlap with other perks are dealt with, what you are left with is unique perks, use any parts of the reworked perk designs if you want to, or keep old effects that you liked, but I think they are some pretty unique perks to see in dbd

  • BrotherShadow99
    BrotherShadow99 Member Posts: 8

    Thank you for your help! I’ve fixed them as I really liked your ideas, though mind if I ask one more favor? What about the killer’s perks? His kit is supposed to be able to fluctuate the flow of the trail(like the pallet skill), but I don’t want him to seem too over powered. I sort of took inspiration from Myers for the Tier, and getting more powerful the longer the trip goes, and the execution from Pyramid head(Though I think I may have to edit that a little bit)

  • bjorksnas
    bjorksnas Member Posts: 5,701

    All the killer perks seem to suffer greatly from overlap with other perks in the game so ill mix and match what perks they overlap


    Watch of the Lastman

    Any Gen that you damaged reveals itself for 4/5/6 seconds once a survivor works on it. Once the aura disappears, a difficult skill check is given to the survivors still working on it

    This perk overlaps with surveillance, and overcharge taking the aura reading from surveillance and the skill check from overcharge


    Hex: Time Warp

    For every injured survivor, Survivors get a 2/3/4% increase in Healing and Unhooking, and Great Skill checks progress more, but skill checks become greatly harder, come more frequent, and failed ones lose more progress.

    This perk overlaps with unnerving precessnce and hex huntress lullaby


    Hunter’s Insanity

    Scratch marks are visible for 1/2/3 seconds longer, but bloodstains are no longer visible to the killer

    This perk overlaps with predator (kinda) but is pretty weak


    The changes I would make to each perk are more to make them more unique are as follows

    Watch of the lantern

    The last gen you kicked becomes marked with a yellow aura, if a survivor starts repairing that generator play a loud noise notification and reveal the auras of all other survivors for 5/6/7 seconds this effect has a cooldown of 100/90/80 seconds, now its a stronger information perk and doesn't have overlap with other perks


    Hex: Time warp, I think this perk would be cooler if it would affect props in the trial while it was active, that said here is my version

    While Hex: Time warp is active generators you damage regress 200% faster (affects everything except hex ruin), survivors healing decays at a rate of 2.5% healing progress per second while not actively being healed, and pallets are automatically broken 24/22/20 seconds after being dropped. When this totem is broken the effects of this perk are multiplied by 5 for 4 seconds and at the end of that duration all pallets are automatically broken (this effect doesn't trigger from undying)

    This would make the perk more of a supplemental perk that has a strong effect and consequences when broken, but matches the theme of time manipulation


    Hunters insanity Scratch marks are direction and while standing on scratch marks pools of blood are slightly/moderately/considerably brighter

    now the perk is a strong tracking perk that helps you tack the location of the survivor at a glance of the scratch marks and rewards you for standing on scratch marks directly chasing survivors by making it easier to spot their blood so you can track even if the scratch marks end

  • BrotherShadow99
    BrotherShadow99 Member Posts: 8

    Aye! They should be better, though I made one tweak for the bloodstain one and just had it where the blood is visible for a small duration after leaving the scratch marks, as blood tends to last longer then marks