CHAPTER XXI: Stella Glow
Stella Glow is a name of a game with great music. Wouldn't fit into DBD at all, but hey, still great music! And that's all the motivation I need.
First. Chapter XXI Patch Notes:
Vigil - rework
You and your allies within 8 metres of range recover from Exhausted, Haemorrhage, Hindered and Blindness Status Effects 35% faster.
While affected by any of the above Status Effects, your Actions speeds in Repairing, Healing, and Cleansing are increased by 2/4/6%.
Once out of range, this effect persists for 15 seconds.
Changes:
-increased recovery rate
-no longer affects Exhaustion
-increased action speed while recovering
Rummaging - new mechanic
You are now able to Rummage through empty, open Chests for additional item.
Chances of finding an item through Rummaging are very low (4%).
You can only Rummage one Item from each Chest.
You can only find Items up to Rare rarity (no purple Keys or better).
Appraisal - mini rework; now guarantees to obtain an Item through Rummaging up to 3 times and allows You to obtain higher rarity items.
Now onto actual Chapter XXI content:
Killer: Hilda, The Witch
Lore: N/A
Special Weapon: Blinking Scythe
Press and hold the Attack button to blink a fixed distance forward. After blinking, enter a state of Fatigue. Fatigue duration is increased if you blink after hitting a Survivor. You cannot attack right after blinking.
Special Ability: Crystallization
Press the Power button to start Singing. While Singing, You move at a decreased speed and cannot attack with Your weapon but You can still blink.
Your Song crystallizes all stationary objects within Your Terror Radius (Totems, Generators, Pallets, Lockers, Chests). Once fully crystallized, objects cannot be interacted with by the Survivors unless they break them out of the crystal.
When object has been fully crystallized, its Aura is briefly revealed to You. While breaking an object out of the crystal, the Survivors’ location is revealed by Killer Instinct.
Your Song doesn’t affect objects that are being actively interacted with by the Survivors or objects belonging to the realm of the Entity (Hooks or objects being blocked by the Entity).
Special Ability: Song of Ruin
Crystallizing objects fills up the Song Meter. Once the Song Meter is full, press the Active Ability button to initialize Song of Ruin.
Song of Ruin cannot be cancelled before fully ending. During Song of Ruin Your Movement Speed is tremendously decreased.
Once Song of Ruin ends, all objects within Your Terror Radius regardless of their crystallization progress immediately become fully crystallized.
Song of Ruin affects Survivors as well. All Survivors inside Your Terror Radius can see Your Aura and become Crystallized if they don’t escape in time. Survivors can also hide in Lockers; in which case they need to break the crystal from inside afterwards.
Crystallized Survivors cannot break out of the crystal on their own and their Aura is revealed to all other Survivors. Hitting a Crystallized Survivor with Your weapon breaks the crystal and puts the Survivor into the Dying State. When left on their own, they eventually freeze to death.
If all Survivors become Crystallized, the Entity summons Endgame Collapse.
Perk 1: Claustrophobic Confinement
After hooking a Survivor, all Lockers within 32 metres of the Hook are blocked by the Entity. After the Survivor is unhooked, Lockers remain blocked for the next 40/50/60 seconds.
If a Survivor is in one of the blocked Lockers, this Locker is marked by a yellow Aura and Survivor cannot leave the Locker for the next 30 seconds.
Claustrophobic Confinement has a cool-down of 60 seconds after a Survivor is unhooked. In case of multiple hooked Survivors, only Lockers in the area of the first unhooked Survivor are blocked.
Perk 2: Frozen Time
After Survivor doesn’t move for more than 15 seconds, Frozen Time activates.
While Frozen Time is active, next time the Survivor tries to run they scream and suffer from 15% Hindered Status Effect for the next 25/30/35 seconds.
Frozen Time effect ends immediately if Survivor is inflicted with Hindered Status Effect from other sources.
Perk 3: Stay Down
While carrying a Survivor, dropping them is 30% faster and they lose 30/40/50% of their Wiggling progression.
Stay Down can be used only once per each unique Dying State.
Survivor: Mordimort
Lore: N/A
Perk 1: Slow Start
You start the Trial Exhausted for 120 seconds. Once You recover from the Exhaustion Status Effect for the first time, Slow Start activates.
While Slow Start is active, You recover 35% faster from Exhaustion Status Effect and You are able to recover from Exhaustion while running at 50% of the normal recovery speed.
Perk 2: Fitting In
Fitting In’s effects change depending on whether majority of other Survivors are in Healthy State or not (including being Killed or Sacrificed).
When majority of other Survivors are in Healthy State, Your Action speeds in Repairing and Cleansing are increased by 4/5/6% and Your Healing and Unhooking speeds are decreased by 25%.
When majority of other Survivors are not in Healthy State, Your Healing and Unhooking speeds are increased by 25% and Your Repairing and Cleansing speeds are decreased by 4/5/6%.
Perk 3: Dark Labyrinth
Failing a Skill Check while repairing a Generator affects You with Oblivious Status Effect for 15 seconds.
Anytime You suffer from Oblivious Status Effect, Killer’s Aura is revealed to You for 3/4/5 seconds.
Dark Labyrinth has a cool-down of 45 seconds.
Survivor: Lisette
Lore: N/A
Perk 1: Finishing Touch
After cleansing a Totem for at least 3 seconds, its Aura is revealed to You when within 24/28/32 metres of it for the rest of the Trial.
Time spent cleansing a Totem without finishing the cleanse is stored, up to a maximum of 15 seconds. Press the Active Ability button while cleansing a Totem to add all of the stored time to the current cleansing progression.
Perk 2: Mending Touch
After taking a Protection Hit for other Survivor, You are put into the Deep Wound Status effect.
Mending Yourself or other Survivor converts 50/60/70% of the Mending progression into Healing progression.
While Mending Yourself or other Survivors, You are able to see the Killer’s Aura when within a range of 8 metres. The Survivor that’s being mended can see the Aura as well.
After finishing Mending, Your Healing speed is increased by 33% for 60 seconds.
Perk 3: Levia
Anytime a Survivor is healed by another Survivor while You’re in the Injured or Dying State, gain a Token up to a maximum of 3/4/5 Tokens.
For each Token, You heal Yourself 10% faster, up to a maximum of 50%. At 5 Tokens, gain the ability to heal Yourself once without needing a Med-Kit at 50% of the normal Healing speed. You are not able to resume healing Yourself if You stop healing at any point.
Upon dying, all other Survivors gain current Levia effects. Levia does not stack with other instances of itself. Survivors are only affected by the Levia with strongest effects.
Survivor: Popo
Lore: N/A
Perk 1: Longevity
Once per Trial, You are guaranteed to find a Toolbox of Uncommon rarity with no add-ons/with Scraps add-on/with Scraps and Wire Spool add-ons through Rummaging.
You no longer gain increased Repair or Sabotage speed while using a Toolbox. The depletion rate of Your Toolbox is decreased by 70%.
Upon depleting all Charges on any Toolbox, it falls apart and is permanently destroyed. Auras of all Generators within 64 metres and their Repair Progression are then revealed to You for 45 seconds.
Perk 2: Ride the Wind
Once per Trial, You are guaranteed to find a Map of Rare rarity through Rummaging.
While using a Map outside of chase, gain a 5/6/7% Haste Status Effect.
Upon depleting all Charges of any Map, it burns away and is permanently destroyed. Auras of all objects tracked by the Map are then revealed to You for the next 60 seconds.
Perk 3: Volt Shower
Once per Trial, You are guaranteed to find a Flashlight of Uncommon rarity with no add-ons/with Focus Lens add-on/with Focus Lens and Intense Halogen add-ons through Rummaging.
Upon depleting all Charges of any Flashlight, it explodes and immediately blinds the Killer. The blindness duration from explosion is 35% longer than normal and the Flashlight is permanently destroyed.
Survivor: Sakuya
Lore: N/A
Perk 1: Quickdraw
Quickdraw activates when Killer comes within 16 metres of You while You’re repairing a Generator.
For each second You spend repairing the Generator while Quickdraw is active, You gain a Token up to a maximum of 5 Tokens. You cannot gain any more Tokens if Quickdraw deactivates at any point before being used.
After letting go of the Generator, break into a sprint at 150% of your normal running speed for a duration depending on the number of Tokens You have, 1 second of sprint per 1 Token. All Tokens are consumed upon use.
Quickdraw causes the Exhausted Status Effect for 60/50/40 seconds. You cannot gain any Tokens while Exhausted.
Perk 2: Tracking Instinct
All Survivors’ Auras, Loud Noise notifications and Killer Instincts visible to the Killer are visible to You as well within 32/40/48 metres.
Perk 3: Cherry Blossom
After being unhooked or unhooking Yourself, Cherry Blossom activates for 60 seconds and affects all Survivors.
While Cherry Blossom is active, next 1/2/3 Skill Checks that each Survivor gets cannot be failed. If Survivor fails a Skill Check, their interaction will proceed normally as if they’ve successfully hit the required Skill Check. Failed Skill Checks during repairing or healing interactions are considered Great Skill Checks instead.
Survivors can only be affected by one instance of Cherry Blossom at a time.
Comments
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I added the first part of the Killer's power (Blinking Scythe) on the spur of the moment, but the more I kept thinking about it the more I liked it, so I decided to rework the Killer power's completely.
Killer: Hilda v2, The Witch v2
Lore: N/A
Special Weapon: Deathscythe
The Witch’s complete mastery of the Deathscythe allows her to wield it in ingenious ways in order to take down her prey.
Basic Attack [M1]
Press the Attack Button once to swing the Deathscythe and injure a Survivor in a close range of you.
Lunge Attack [Hold M1]
Press and hold the Attack Button to perform a lunge attack, giving your attack increased range and short speed boost.
Chevar Strike [……..][M1x2]
Tap the Attack Button twice after performing either Basic Attack or Lunge Attack to perform Chevar Strike, swinging your Deathscythe two more times while moving forward.
Arched Fang [……..][Hold M1]
Press and hold the Attack Button after performing either Basic Attack or Lunge Attack to perform Arched Fang, striking everything around you with the Deathscythe.
Arched Fang has increased range compared to the other attacks, but has a small wind-up before striking.
Combo Reset and Cooldown
Successfully hitting a Survivor with either Chevar Strike or Arched Fang resets your attack cooldowns and allows you to perform them again immediately.
Missing an attack or not performing further attacks ends the attack combo.
After finishing your attack combo you go through attack cooldown proportional to the amount of attacks you’re performed and whether they were hits or misses.
Special Ability: Attack Blink [……..][……..][M2]
Successfully hitting a Survivor with either Chevar Strike or Arched Fang allows you to blink forward a short distance by pressing the Power Button.
You may attack again after performing an Attack Blink.
Performing an Attack Blink extends your Combo Cooldown.
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