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Chapter Concept- A Woven Dream of Lies
*Edit: I edited two perks and changed a perk for The Spider and changed two perks for Alice.*
Killer: The Spider
Name: Lynn Royce
Gender: Male
Age:15
Nationality: American
Realm: Hearth Quarry
Power: Etching Webs
Weapon: Glass shard and Pedipalps
Movement speed:110% (Crouched: 125%)
Terror radius: 24 meters
Height: Average (Shortest killer)
Description: Natural light blue hair, 6 spider legs on back, blindfold over eyes, covered in mud and spider goop
Unique animations:
Breaking stuff: When breaking generators, pallets or doors, the Spider will raise their hand and clench it into a fist, causing spiders to crawl into the object and break it.
Picking up survivors: The spider will pick up survivors with the pedipalps (Spider legs) on his back and carry the survivor in them, using his left hand to stabilize it.
Locker grab: He will open the locker and stab his glass shard into the back of the locker and grab the survivor with his pedipalps.
Vaulting: He will grab onto the ledge and jump over.
Closing the hatch/ snuffing boons: Will stab one of his pedipalps into the ground.
Lore: (Modern era)
Lynn Royce was born in the town of Trounce with his father, Ross Royce, Mother, Hersha Royce, and sister, Rose Royce. Lynn spent most of his time with his sister due to his father working as a higher up for an oil company and his mother neglecting him, Lynn would go to middle school and get bullied due to his introverted and antisocial nature as well as being short and with a feminine like physique, but Lynn kept to himself, focusing on his studies, with his sister’s help. Though his sister worried a lot about his mental health, she made sure to stay positive around him and try to give him a positive environment at home despite their parents arguing a lot. One day, Lynn got physically bullied, leaving him with scratches and bruises, and when he came home, Rose was furious, however Hersha didn’t care, so she took it into her own hands, which only made it worse for Lynn, causing the bullying to get worse. Lynn stayed calm during it and focused on studying. One day while he was alone in his empty room, reading he noticed a spider crawling on the floor, Lynn, afraid of spiders, didn’t know what to do, so he asked Rose for help and she took the spider in a napkin and put the spider outside, Lynn was confused why she threw it back outside, Rose answered that life should be preserved, for nature will protect us if we protect her. Lynn was very confused but those words stuck with him.
After Lynn’s first year of middle school, Rose was getting ready to go off to college in another state, which devastated Lynn, however at the same time, Lynn’s parents were getting a divorce, Hersha wanting to stay in Trounce and Ross wanting to move to a small town because he needed to move near the oil drilling sites and he wants a small town life with a raise, that summer was one of the worst for Lynn but he decided to go with his father to get away from the school bullies.
They moved to the small town of Hearthville. The town had very few buildings which meant that there was no school close enough for Lynn to go to, so Ross bought him textbooks and told him to study on his own. Lynn only studied what he wanted to, and was left alone the majority of the time, so Lynn would wander around outside in the woods around the town, eventually discovering the old and abandoned Hearth Quarry, he would go to the Quarry and explore it countless times and eventually he got over his fear of spiders and started to capture them and take care of them, as well as helping the injured ones, his room soon filled with jars of them.
The next couple of months Lynn was starting to feel content, he found solace in the spiders. One day Hersha came back, crying to Ross and wanting to remarry, Ross accepted and over the next weeks, Hersha was in the house with Lynn, stopping him from going outside and eventually she found all the spiders in his room and killed them all, dropping Lynn into a depressive state. He kept thinking of ideas to escape and decided to climb out of his window at night and go to the Quarry, there he found spiders but didn’t take them home, instead he took care of them in the Quarry and decided to go to the Quarry as much as possible to care for the spiders.
Over time, Hersha and Ross went back to arguing, they would go on for hours at a time, every day, so Lynn would escape during their fights. Eventually Lynn couldn’t take it anymore and he decided to end it. He took some jars, escaped to the quarry, and stored the biggest and most dangerous spiders in the jars. When he returned home, his parents were asleep. He sneaked into their room and threw the jars above their bed, causing the spiders and glass to fall onto them, they screamed in fear and when they killed a pregnant spider, thousands of smaller spiders came out and somehow, Ross and Hersha were dead, their flesh eaten off and blood covering the bed. Lynn walked over and grabbed the biggest shard of glass from the jars, repeatedly stabbing the corpses to make sure they were dead and taking the glass shard, the spiders did not harm Lynn. Lynn walked back to the Quarry, living inside of it, making it his new home and becoming one with the spiders, eventually, once he was fully one, the fog called to him and Lynn didn’t want to go to it, he wanted to stay but he knew resistance would end poorly for him, so he accepted it.
Power: Etching Webs
Ensnaring his prey in a trap, wrapping them in silk webs before going in for the kill.
Bend down and place down a flat web on the ground. The web is about as big as a pallet is, just slightly smaller. When the web is on the ground, any survivor that moves over it will be slowed by 15% and gain a stack of arachnophobia. The web is destroyed after it is walked over. Webs can also be placed on vault windows and thrown down pallets, it will have the same effect when a survivor vaults over it, has 10 webs before they get recycled, survivors can walk up to webs and clear them after a short time.
Passive ability: Arachnophobia
Not many people fear spiders, or bugs even, but once you feel them crawling in your skin…… it changes everything.
Every time a survivor walks over an etching web, they gain a stack of arachnophobia. Each stack causes survivors to go slower while moving through etching webs, a max of 8 stacks. Each stack adds 5% for each stack, totaling to 55% decreased movement speed when going through etching webs. Survivors can only get rid of two of the arachnophobia stacks when they cleanse themselves.
When a survivor gets 8 stacks of arachnophobia, they can cleanse themselves, cleansing is like healing and other survivors can cleanse you, removing two of the eight stacks.
Special ability: Scurry
Much like spiders, he stays hidden, only showing himself when it's too late.
Crouch down on all fours, concealing your terror radius and increasing your movement speed by 25%. In this form you can crawl over and on objects, walls, and ceilings and cannot attack but you can charge up a pounce and jump forwards, colliding into a wall or pallet will stun you for a short moment, hitting a survivor will damage them, hitting nothing will slow the killer for a moment after, hitting a survivor with pounce gives the survivor a stack of arachnophobia. You can move when charging pounce and scurry.
Add ons:
Common (Brown):
English textbook
A basic middle school English textbook, kept in mint condition, Lynn’s favorite subject.
Decreases the charging speed of scurry by -10%.
Math textbook
A basic middle school mathematics textbook, kept in disheveled condition, Lynn’s least favorite subject.
Decreases the charging speed of pounce by -10%.
Science textbook
A basic middle school science textbook, kept in decent condition, Lynn loved doing the experiments with Rose.
Slightly increases the amount of time it takes a survivor to cleanse themselves by +10%.
History textbook
A basic middle school history textbook, kept in decent condition, Lynn enjoyed learning about ancient mythology, despite it not being in the book.
Slightly Increases the amount of time it takes a survivor to clear an etching web by +10%.
Uncommon (Yellow):
Miners Hard Hat
A standard hard hat the miners of Hearth Quarry used, it’s in surprisingly decent condition.
Reduces the stun duration from missing a pounce by -15%.
Reinforced Silk
A thick and large bundle of silk, stronger than most regular silk and much harder to get off of the body.
Survivors hit by pounce suffer from the mangled status effect until healed.
Cheap Soda Pop
A stolen can of soda from the local convenience store in Hearthville.
Increases the Spider’s scurry movement speed by +10%.
Stolen Chocolate Bar
A stolen chocolate bar from the local convenience store in Hearthville.
Increases the Spider’s scurry movement speed when climbing up and over walls by +15%.
Thick Spider Silk
A large amount of bands of spider silk woven together to make webs stronger and harder to get off.
Survivors who move through an etching web gain the exhausted status effect for 35 seconds. If already exhausted, it adds to the already exhausted amount.
Rare (Green):
Dead Fly
The most common food for spiders, but they usually enjoy watching them squirm around in their web, trying to escape, to no avail.
Reveals a survivor for 5 seconds after they walk through an Etching Web.
Pedipalps
The spider’s limbs, used for everything the spiders do.
Reveals a survivor for 5 seconds after clearing an etching web.
“Don’t worry little one, I can help you.” -Lynn Royce.
Miner Pickaxe
A pickaxe used by the miners of Hearth Quarry, in decent condition and can still be used.
Survivors hit by pounce suffer the blindness status effect until healed.
Jar of Pure Honey
A jar of honey stolen from the local convenience store in Hearthville, Lynn loves honey, and would put it on anything when he was in elementary school, he soon grew out of that habit.
Decreases the charging speed of scurry by -20%.
Stolen Energy Drink
An energy drink stolen from the local convenience store in Hearthville, if a kid drank this, they stay awake for weeks.
Decreases the charging speed of pounce by -20%
Ultra-Rare (Purple):
Jar of Spiders
A jar of spiders, Lynn would keep spiders in jars and take care of them, he doesn’t need to capture them anymore.
Reduce the max amount of arachnophobia stacks by 2 and remove the cleansing action.
Stolen Peanut Butter Chocolate Bar
A stolen peanut butter chocolate bar from the local convenience store in Hearthville, Lynn loved peanut butter as much as honey, but he didn’t put it on everything.
Survivors with eight arachnophobia stacks suffer from the hindered status effect.
“Who keeps stealin’ my gawd dang’ #########?!” - Store owner of the local Hearthville convenience store.
Smooth Spider Silk
A strand of fine, smooth, spider silk. Soft to the touch, and woven together would make a soft and comfortable blanket.
Etching webs no longer get destroyed when a survivor moves through it.
“So…..so…….soft…..” -Lynn Royce.
Spider Egg
The egg of a spider, soon to birth another arachnid to roam the earth and scare small children and get killed by those who fear it.
When a survivor gets affected with an arachnophobia stack, it doubles it, causing the survivor to be affected by two stacks instead.
Iridescent (Pink):
Sewing Kit
A sewing kit that Rose left behind, Lynn kept it with him and cherished it, a reminder of his sister, the only person who cared for him, and remembering her kind and thoughtful words.
Survivors start the trail fully infected with arachnophobia. Survivors become exposed when at max arachnophobia stacks.
“This world needs more positivity, Lynn. Be the catalyst for change, so others don’t have to suffer like us.” - Rose Royce.
Venomous Vial
A vial of spider venom. If digested, it will instantly kill the person, if made contact with the skin, it will act as slime and stick to the person.
Survivors can no longer cleanse their arachnophobia stacks.
“Would she still love me…… after what I’ve become?” -Lynn Royce.
Perks:
Caught in a Web
They think they have the upper hand, but they’ve fallen right into your trap.
After getting stunned or blinded, this perk activates.
You gain a +5/7/9% movement speed and 30/40/50% vaulting speed increase for 30/35/40 seconds and all nearby windows and pallets get blocked by the entity in a 15/20/25 meter range of you for the duration of the chase.
Pallets and windows get unblocked when they are out of the range.
This perk has a 60/45/30 second cooldown.
“Spiders will weave webs to catch other bugs that fly into it. Unlike us, spiders have to hunt for their food, so this is how they eat.” - Rose Royce.
Underestimated
The survivors aren’t taking you seriously, use this to your advantage.
When entering a chase, this perk activates.
When a survivor enters a chase, every survivor, including the one in the chase, suffers from the blindness and oblivious status effects for the duration of the chase.
When the chase ends, the effects linger for an extra 10/20/30 seconds.
“What are you gonna do about it, girly?” -One of Lynn’s bullies.
Scourge Hook: Dread Weaver
Make them realize their mistake of not licking their wounds.
When hooking a survivor on a scourge hook, all injured survivors suffer from the broken status effect until the hooked survivor is unhooked.
Survivors stay broken for another 15/25/35 seconds after the hooked survivor is unhooked.
“They hunger….. Feeding time has begun.” - Lynn Royce.
Survivor: Alice Willson
Gender: Female
Nationality: American
Age: 25
Lore: (Modern era)
Born into a basic middle class family, Alice Willson’s father was an IT guy at a local business, and her mom was an office worker.
Alice had a pretty normal childhood, being surrounded by friends and family, she was happy and loved, especially being an only child.
In middle and high school she was a basketball player for the women's basketball team, being coached by Stacy Oakerson in high school, she considered Alice the best of the team. She won her high school and herself multiple awards and trophies, even earning a free ride through college.
At college, she found it boring, and didn’t know what to study at all.
“What excites you?” Rose Royce, a friend of Alice’s asks.
“I have no clue.” Alice responds.
Alice dropped out after her sophomore year of college and started working part-time, trying to make it through in life.
One day, a friend from college, Nicholas Smith, texted her asking her if she would wanna go on an unregulated class trip.
Alice accepted it and went on the trip, paying for it through her parents.
The trip was to the rocky mountains, where the class would spend the week in the wilderness, camping, hiking, and enjoying nature.
During the trip, the class went into the caves in the mountains, climbing up the steep rocks, traversing the darkness with flashlights. Alice loves the experience. She loved the outdoors, and nature. She decided after the trip that she wanted to explore caves and the wilderness, which made Nicholas very confused but he was supportive anyway.
Alice spent the next year saving up an RV and traveling around with Nicholas, eventually making it to the Appalachian mountains and exploring the caves there.
After exploring a bunch, she soon found a group of friends and together they would all go around and Spelunk.
One unfortunate day, Alice decided to go to the next cave they were set to explore early in the morning, to scope it out. While traversing a rock wall across a chasm, she slipped, and fell into the deep, dark fog below, and landed in a different world entirely.
Perks:
Scavenger
Unlike others, you take advantage of hiding and see what other sorry souls may have left behind.
You start the trail with 1/2/3 tokens.
Upon entering a locker without an item, use the active ability button to use a token and rummage around. After a short time, you will get a random item of random rarity with no add-ons.
If you are interrupted or taken out of the locker during this time, you are refunded your token.
This perk works with chest related perks like ace in the hole and appraisal as well.
“Does Alice really need to grab every ‘cool’ rock she finds?” -Nicholas Smith
Tunnel Vision
You know how to stay focused, almost too focused.
Gain the endurance status effect when repairing a generator, making you also immune from getting grabbed off the generator by the killer.
When a generator hits 90/85/80% completion rate, increase repair speed by 10/15/20%
This perk has a 70/60/50 second cooldown.
“Almost done! Almost done! There!”- Alice Willson
In the Court
Teamwork has never been better!
Gain a 6/8/10% haste status effect and 10/15/20% vault increase when within 5/8/10 meters of a survivor.
“That girl knows how to play ball!”- Stacy Oakerson
Map (Hearth Quarry):
Hearth Quarry offering (Rare Offering):
Quarry Blueprints
Increases the chances of going to Hearth’s Quarry when burnt.
“Old Hearth Quarry blueprints, detailing the layout of the quarry and all of the branching tunnels; however, the project was shut down after the Sudo Corporation abandoned the Quarry and decided to drill for oil instead.”
Map description:
A part of the Quarry with the main mining building, the building takes up about 1/4th of the map and the inside has a room of beds, an office, and a big storage area. The other parts of the map have basic structures and the killer shack.
But what makes this map unique is the entrance to the Quarry caves. There are two paths down to the underground of the map which is filled with small, winding and connecting tunnels and a big, open area and some smaller open areas dotted around the caves.
The big open cave has a hole above it which allows for survivors and the killer to drop down from the main ground into the big cave.
The map is about medium size and the basement can spawn in the killer shack or in the big cave area.
Comments
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Okay. The perks definitely need looking at again. I’ll start with the killer perks.
Caught In A Web: Seems a bit useless tbh. If there’s a pallet that a survivor has dropped, there will most likely be no windows around. If there are they would most likely already be blocked due to the survivor using it too many times before dropping the pallet. So 10 seconds maximum is not enough time. To make this perk slightly usable the time would have to be like 30 seconds or even for the duration of the chase. Otherwise I couldn’t really see it ever being used. Weskers perk seems stronger.
Underestimated: Is alright. Seems a bit boring and it seems to be a ‘filler’ perk to me tbh. Nothing wrong with it tho. It says ‘Survivors suffer from the effects’ not just the single survivor in the chase. Tbh I’d like it if every survivor suffered from it so that when in a chase, other survivors can’t tell for certain where abouts the chase is and could end up in the middle of it if not paying attention 😂.
Pain Weaver: It’s literally Eruption, Pain resonance and Deadman’s switch into one perk. Nothing against it but that really is what it is.
Now survivor perks:
Scavenger seems fine as it is.
Overprepared: It’s alright. Cant really see any point in people using this perk tho.
Hydrated: You do realise Quinton Smith has a perk that does the exact same thing but it’s like 15% and it effects everyone within 12 or so metres of him right?
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Thank you so much for the feedback! This is my first time making a fan-made chapter so the constructive criticism is really appreciated! I went through and changed; Caught In A Web to have more active time and other small changes and Underestimated to affect all survivors. I also changed Pain Weaver to Scourge Hook: Dread Weaver and just overhauled the original idea entirely. Lastly I overhauled Alice's perks Hydrated and Overprepared and replaced them with more viable perks ideas.
I'm a killer main so I forgot Vigil existed lol 😅
Thank you so much for the feedback, if you think the perks or anything else needs more fixing I'll be glad to hear more 😁
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Just checked your perks again.
Killer perks seem fine now. (I’m a survivor main cuz I usually play with my mates, but I always talk about how survivor sided this game is and how killer needs to be stronger)
Dread Weaver seems quite good. As it’ll stop survivors from healing and then coming back for the save. I’d quite like it if it also came with a duration. So after hooking a survivor on the scourge hook, all injured survivors suffer from broken. Plus, any survivors hit within 30 or so seconds after hooking the survivor also become broken. Otherwise if every survivor is healthy then it’s just a waste really.
Now for the survivor perks. Tunnel Vision and In The Court seem quite powerful tbh.
Tunnel Vision: definitely way too overpowered against stealth killers as grabbing survivors off the gens is kind of the reason for stealth killers in the first place. Also, the 20% generator repair speed is too good. The devs made gen repairs 10 seconds longer for a reason, not so there could be more gen speed perks added to the game 😭.
In The Court: also seems overpowered tbh and abusable if in the right hands. If two survivors are using this perk then they could just run around together and never get hit by the killer. Killers run at 115% and I believe (I’m not for sure certain about the speeds tbh) survivors run at either 100% or 105% so using this perk would make it near impossible for the killer to catch up unless they have bloodlust and play with your food. Think about it, Hope gives survivors an extra 7% once all gens are finished. 10% would be way too overpowered.
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I also make chapter concepts too! My recent concepts are just jokes really. So I’d appreciate if you skimmed through all my concepts and gave feedback on one that sounds interesting 😁. Only if u want to tho. I have a lot of concepts 😭
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There’s this one concept I made called the Sharp Shooter. Basically a killer with a boomerang that hasn’t had any feedback on. It’s one of my favourites tbh as it’s a long ranged killer and I personally think it’s quite interesting. So if u could look at that one then that would be amazing.
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