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Original Chapter Idea: Bound By Hate

YukariTheAlpaca
YukariTheAlpaca Member Posts: 184
edited March 2022 in Creations

New Killer - The Deadeye



Ability 1


Hold the Ability Button to draw The Betrayer, a signature revolver wielded by The Deadeye. While drawn, press or hold the Basic Attack Button to fire The Betrayer. Survivors hit by The Betrayer's ranged attacks are afflicted with stacks of Execution. Upon reaching a certain amount of Execution stacks, the next inflicted stack will deal health damage to the survivor and reset all Execution stacks to zero. While The Betrayer is drawn and The Deadeye is moving, their aim will sway slightly in a pattern.



Ability 2


After firing a certain amount of times while using The Betrayer, the revolver must be Reloaded; replenishing all ammo to full capacity and allowing The Betrayer to be fired again. Hold the Alternate Ability Button to reload The Betrayer at any time. Reloading can be cancelled by releasing said button. Upon fully reloading, all afflicted Execution stacks are reset to zero but the affected survivor(s) take no damage.



Perks


Scourge Hook: Fear Struck - At the start of the Trial, up to 4 random hooks are changed into Scourge Hooks. When a survivor is saved from a Scourge Hook while you are at least 32 meters away, the savior is afflicted with the Fatigued and Blindness status effects for 40/50/60 seconds.


Skilled Hunter - While this perk is equipped, any perk that requires a Basic Attack will also work with any kind of health damage that is capable of directly putting a survivor into the Dying State. This does not apply to the Exposed status effect. Survivors put into the Dying State cannot recover by themselves for 8/10/12 seconds.


Scourge Hook: Linked Fate - At the start of the Trial, all hooks are changed into Scourge Hooks. When a survivor is saved from a Scourge Hook while you are at least 32 meters away, both the savior and the saved survivor become Binded for the next 60 seconds. Any survivor who saves another survivor from a hook becomes Exhausted for 40/50/60 seconds.



Killer Technical Details


Default Killer Movement Speed: 4.4 m/s (110%)

Default Killer Terror Radius: 20 meters

Killer Has Lullaby: Yes

Directional Lullaby: No

Lullaby Range: 0-45 meters

Killer Height: Tall


Ability Technical Details


Time Between Shots: 0.4 seconds

Draw Time: 0.6 Seconds

Holster Time: 1.4 Seconds

Betrayer Ammo Count: 6 Ammo

Ammo Lost Per Shot: 1 Ammo

Execution Inflicted Per Shot: 1 Stack

Stacks Required For Next Stack to deal Health Damage: 3 Stacks

Betrayer Drawn Movement Speed: 4.2 m/s (105%)

Drawing Betrayer Movement Speed: 4.2 m/s (105%)

Holstering Betrayer Movement Speed: 3.0 m/s (75%)

Reloading Movement Speed: 1.2 m/s (30%)

Reload Time: 2.4 Seconds

Damage Type: Hitscan (No Travel Time/Speed)

Aiming Sway Maximum Offset: 5 degrees

Aiming Sway Full Cycle Time: 1 Second

Aiming Sway Direction: Horizontal

Reload Cancel Penalty: 0.35 Seconds



New status effects


Binded - While Binded, any negative status effects one Binded survivor is applied with will be applied to the other Binded survivor as well. Upon inflicting a new survivor with the Binded status effect while two survivors are already Binded, the oldest Binded survivor will lose the status effect immediately as well as reset the time remaining on the Binded status effect. When the Binded status effect is lost, any remaining negative status effects will still need to end normally. (When the Binded Status effect is applied, any status effects applied at the same time will still affect both Binded survivors.)


Fatigued - While Fatigued, survivors cannot see the killer's Red Stain and cannot see the killer until they are within 32 meters of them.



Lore


"You need to keep an eye out for this one, Josiah, got a bad feeling. I can pay you, if ya want."

- Henry Bayshore


Josiah Smith was a well known gunslinger for his time, but an even better hunter. After much convincing and promises of large quantities of money, Josiah took up a job for Henry Bayshore to find and kill a man named Caleb Quinn, another "associate" of Henry. and began his search; after all, this was just the first step to getting rich out here. After weeks of searching by horseback for the man, Josiah eventually came across the small town of Dead Dawg and it's less than welcoming community. Having become exhausted from this long search, Josiah rented a room at the local saloon and took a nap, only to awaken to the man he had been searching for right in front of him. Caleb Quinn, the man who he had been tasked with hunting down, had broken into his room in the middle of the night.

Caleb smiled "Hey there, heard you was a fan o' mine", he said, smugly. Josiah was petrified; unaware of what cruel fate would await him within the coming minutes. "Don't worry, boy, I ain't here to kill ya, but how about a deal." Caleb explained. "Ya see, I lost some good men on my last gig, doing Bayshore's dirty work; but that can all change. We do not need to listen to him no more. Ride with me, and you can have all that sweet green you want. Them law boys use us like cattle, but no more." Not having much of a choice, Josiah agreed to join Caleb's gang.

By sunrise, Caleb and Josiah, as well as the rest of Caleb's gang, are on horseback and riding into a neighboring town; one with a nice yet small bank. "Ya'll see this? You want money, right? Support your family? Right here: your ticket." After a seemingly easy job, Josiah realized that maybe the profession he chose wasn't where the money was at, and that there are much easier ways to get rich, albeit maybe not legally. Weeks had past without Henry hearing from Josiah, and those weeks turned to months, and then, to years; until one unforgettable night. "Look at what that fool did! Stabbed me in the back! I ain't gonna stand for this! That rat!" Caleb screamed in anger. "What is it?" Josiah questioned. "He stabbed me, you, all of us!" Caleb said, holding up a crumpled newspaper to Josiah's face. "That rat's gotta pay... Lets ride boys!" Caleb said to his gang, and they all obliged.

"Wait out here." Caleb said looking back at his gang; "not you, Josiah, you with me." Caleb said abruptly. Together, Josiah and Caleb walked directly into Henry's office. The gang never knew what exactly went down that night after Caleb and Josiah left. Many different theories exist on their whereabouts, but none of them have held true.


Killer Addons


(Common) Crumpled Note - A crudely written note for Josiah on Caleb's last known location. The reminder of the past ignites fire in Josiah's heart. Decreases draw and holster times by 0.2 seconds.

(Common) The Bounty Hunter's Kit - A pair of holsters used by rapid firing gunslingers as well as two speed loaders for reloading quickly under pressure. Wield two of The Betrayers at the same time. Doubles all positive and negative stats involving total ammunition and Execution stacks required to deal health damage (this includes from another addon). Reduces the time between shots by 0.15 seconds. Removes the ability to aim down The Betrayer's sights while the weapon is ready. Replaces weapon sway while readying The Betrayer's with recoil per shot fired.

(Common) Leather Boots - A pair of leather boots, great for maneuvering in harsh conditions. Increases movement speed while reloading The Betrayer by 0.8 m/s (20%).

(Common) Rusted Cylinder - A revolver cylinder that has clearly seen better days. Increases The Betrayer's reload time by 0.4 seconds. Increases all deviousness bloodpoint gains by 200 percent.

(Uncommon) Bandage Bundle - A bundle of bandages that can be used to make a makeshift wrap for a gun handle. Decreases draw and holster times by 0.4 seconds.

(Uncommon) Signed Check - A written check sporting a hefty sum of money written out to Josiah. Increases movement speed while reloading The Betrayer by 1.0 m/s (25%).

(Uncommon) Ammo Belt - Worn by Josiah when dealing with very dangerous bounties. Decreases The Betrayer's reload time by 0.3 seconds.

(Uncommon) "Leg Breakers" - Special rounds that disperse on impact into shards of glass. Fired rounds become a bullet projectile that travels at 40 m/s (1000%) and ricochet off of surfaces up to 2 times. Upon bouncing the 2nd time, the bullet will immediately fly towards the nearest survivor in a straight line, regardless of debris in the way. Execution stacks can only be inflicted through ricochet shots.

(Uncommon) "The Bull" Modification Kit - A special modification to The Betrayer that fires all loaded rounds in quick succession. Reduces the time between shots by 0.10 seconds. Upon firing The Betrayer, all loaded shots are forced to fire as well.

(Rare) Furbished Barrel - The Betrayer's signature barrel, but cleaned and polished. Reduces the amount of Execution stacks before dealing damage by 1. Reduces the maximum ammo capacity of The Betrayer by 2.

(Rare) Tuned Sights - Sights tuned by Caleb for Josiah's revolver. Removes all weapon sway while readying The Betrayer or reduces weapon recoil by 25% from firing while wielding two Betrayers.

(Rare) Gun Oil - A brand new canister of gun oil used to clean The Betrayer's parts. Decreases The Betrayer's reload time by 0.6 seconds.

(Rare) Modified Cylinder - Created by Caleb for Josiah's revolver, this cylinder is capable of housing more rounds. Increases The Betrayer's ammo count by 1.

(Rare) "Blunt" Rounds - Special ammunition meant to incapacitate rather than kill. Instead of applying damage to survivors who have maxed out their Execution stacks, that survivor becomes stunned in place for 2.5 seconds and their Execution stacks are reset to zero. Raises the default movement speed of The Deadeye to 4.6 m/s (115%).

(Very Rare) Iridescent Rounds - Somewhat rare to find in the Entity's realm, this ammunition can cut through flesh and soul alike. Reduces the amount of Execution stacks before dealing damage by 1. Reduces the maximum ammo capacity of The Betrayer by 2.

(Very Rare) The "Quiet" Job - A fancy letter containing details on a difficult bounty for Josiah; it mentions that being discrete is of upmost importance. Removes The Deadeye's lullaby. Increases the size of The Deadeye's Terror Radius by 4 meters.

(Very Rare) The "Brutal" Job - A bloody letter containing instructions by Caleb to brutally murder and disembowel the members of a rival gang to strike fear into the hearts of all who would dare challenge the Deathslinger. Upon putting a survivor into the Dying State via Execution stacks, all other survivors have their auras revealed for 7 seconds.

(Very Rare) The Chains Of Hate - A thick pair of heavy steel chains that bind together the souls of those with only anger in their hearts. Pallets can be broken by afflicting them with the same amount of Execution stacks required to damage a survivor.

(Ultra Rare) Blighted Barrel - The Betrayer's signature barrel. Inside, the barrel is coated in some yellowish liquid, seemingly increasing it's power. Reduces the amount of Execution stacks before dealing damage by 1. Reduces the maximum ammo capacity of The Betrayer by 1.

(Ultra Rare) Blighted Rounds - Blessed by the Entity. Upon reloading, no Execution stacks are lost, and instead Execution stacks decay by 1 every 5 seconds of not being afflicted with one.




New Survivor - The Widow



New Mechanic: Blighted Totems


When a Boon totem is snuffed or any other totem is broken, that totem will reform and become a Blighted Totem over the next 90 seconds. Blighted Totems cannot be blessed, but they can be used to recharge certain perks for additional uses. Killers may break Blighted Totems to cause them to have to reform again if a survivor wants to use them. If a survivor performs the Charge Perk action for 25 seconds, any Soul Engraved Item they are carrying will instantly recharge but will cause the Blighted Totem to break for the next 90 seconds. Blighted Totems that are broken count as normal broken totems.



Perks


Soul Engraved Item: The Pendant - Removes the ability to carry a normal item. You begin the trial with The Pendant. Upon activating The Pendant by pressing the Use Soul Item button, become invisible for the next 5 seconds and cause this perk to deactivate until recharged. Only one Soul Engraved Item can be carried at a time. Your scratch marks and any sounds you make are still active while you are invisible. You can still take damage while invisible and the invisibility effect is instantly deactivated if damage is taken. Soul Engraved Items cannot be dropped by any means.


Shamanistic Connection - Your ability to feel the presence of the unnatural gives you insight into the unknown. You break Blighted Totems 15/20/25 percent faster and Blighted Totems reform 20/25/30 percent faster if you were the person who last broke it.


Soul Engraved Item: Mikaela's Book - Removes the ability to carry a normal item. You begin the trial with Mikaela's Book. Upon activating Mikaela's Book by pressing the Use Soul Item button, the 2 nearest broken pallets will regenerate back into standing pallets over the course of 10/9/8 seconds as well as cause this perk to deactivate until recharged. Soul Engraved Items cannot be dropped by any means.



New General Perks


Soul Engraved Item: The Liquid Vial - Removes the ability to carry a normal item. You begin the trial with The Liquid Vial. Upon activating The Liquid Vial by pressing the Use Soul Item button, throw a vial filled with gas that will disperse and cover any area that it lands on (with a dispersal range of 5 meters) for the next 8 seconds and cause this perk to deactivate until recharged. When any survivor walks through the gas, they will be affected by a 2/4/6 percent Haste status effect for the next 3 seconds . Upon using this perk, you become exhausted for 40 seconds. Soul Engraved Items cannot be dropped by any means.


Soul Engraved Item: The Corrupted Flower - Removes the ability to carry a normal item. You begin the trial with The Corrupted Flower. Upon activating The Corrupted Flower by pressing the Use Soul Item button, any negative status effects you have will be instantly removed and you become immune to negative status effects for the next 15 seconds. Upon activation, this perk will deactivate until recharged. Soul Engraved Items cannot be dropped by any means.



Lore


[Note 1]

I saw her, standing away from the others near the campfire, always wondering who she is. Each trial that I had either "died" in, or had escaped; I only seem to return back to this temporary peace at the fire; or was it a hell? Attempt after attempt to talk to her, I was surprised when I woke up at the campfire like usual, only to be greeted by her sitting on a log across from me. The first words that uttered from her lips were about what year it was when I got here. From what I had gathered of her appearance alone, she must have lived here in the Entity's realm for a long time, considering how old and dated her clothes are. She speaks as if she doesn't know what has been happening here. All the killing, running... She has been blessed to not experience it all.


[Note 2]

How she has managed to keep hope for as long as she has is unknown. Approaching her, you can feel some kind of energy from her. It is inhuman. When we are thrown into each trial, I have yet to see her run or hide. She isn't in this hell at all.


[Note 3]

She speaks of some pendant given to her by her deceased husband. She says she never quite understood what it was, exactly; only that the energy I felt had come from it. The power it holds is tremendous; more powerful than anything I have ever felt, including the auras of those strange flowers. The cruel darkness around us, the chill of it's aura seems to surround her, but never gets too close, unlike the auras that surround the rest of us... Does it fear the pendant?


[Note 4]

Returning to the campfire, I saw her crying behind a tree. She told me how she had lost the pendant. How she feels evil eyes from around every corner had suddenly opened and are watching her every move. How she can "feel" the cold shadow of death creep from behind her, yet vanish as soon as she turns to look. The way she describes it is a similar feeling to the rest of us. I think I will talk to that Dwight guy more from now on, he is much less depressing during our conversations. We need to keep hope as long as we can. We will escape.


[Note 5]

I saw her in the trial today. Chopped up by some psycho I don't even remember the name of. Her screams... I remember the sounds of my screams when I first arrived here. Time to bring her up to speed on our dire situation.

Post edited by YukariTheAlpaca on