We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Gears of War Chapter Idea

DylanLives
DylanLives Member Posts: 14

Howdy, I'm new here, but I've been playing for a few years now. I've had this idea for almost as long as I've been playing, but I think I've refined the idea down to a fair/balanced idea, so without further ado,


Killer - The General

Power - RAAM's Shadow: 60s after the beginning of the trial, the realm is consumed in darkness and the auras of all generators are revealed to survivors for 40s. During RAAM's Shadow, all survivors not within 12 meters of a generator become swarmed by Kryll. Swarmed survivors will become injured if they remain swarmed for 20 seconds, injured survivors that are swarmed will receive deep wound. Swarmed survivors are highlighted by Killer Instinct. To become un-swarmed, survivors must enter the 12 meter radius of a generator, repaired generators have a 20 meter radius. RAAM's Shadow triggers after 120s and the duration is increased by 20s per generator completed.

Special Ability - Power of the Horde: The General is able to alternate between a Locust Drone and a Wretch, summoning one to do his bidding. The Locust Drone can be sent forward to break pallets, breakable walls, and kick generators. The Wretch can be sent to block off any window for 16s. Summoning either causes The General to move slower, and the casting time is 2s. The Wretch has a cooldown of 20s, while the Locust Drone has a cooldown of 10s.

Perks:

For the Horde - After hooking a survivor, receive a token, each token grants 1% movement speed. When a survivor is killed or sacrificed, all tokens are consumed and the perk deactivates.

Warpath - After kicking a generator, gain a 20% movement speed boost for 15s, entering a chase ends Warpath's effects

Berserker - Begin the trial with your breaking speed slowed by 7.5%. After each breaking action, receive a token to increase breaking action speed by 2.5%


Survivor - Marcus Fenix

Perks:

Active Repairs - After working on a generator for 8s, press the active ability button to trigger a barrage of skill checks that repair twice as fast. Each skill check alerts the killer. Active Repairs can not be used while repairing with another survivor

Brothers to the End - You heal the Obsession at 100% increased speed. If the Obsession is killed, gain a permanent 10% speed increase to all actions

Bring It - Recover from Exhausted while sprinting at 40% normal recovery


Survivor - Kait Diaz

Perks:

The Chain - Each health state lost, receive a token. At 3 tokens, press the active ability button to passively heal over 30s

Outsider - When more than 24 meters away from the killer, move 10% faster

Boon: Fighting Chance - Blessing a totem creates a 24 meter radius that slows all killer actions by 10%. After the Killer has been in the radius for more than 10s, the aura of the totem is revealed to the Killer

New Realm: The Hollow

Maps: Highway, Imulsion Pit, Royal Chambers


Add-Ons:

Iridescent: General's Blade - Wretches block windows for 20s, after breaking, Drones stay in place for 5 seconds, revealing the aura of survivors within 12 meters of the Drone, Power of the Horde cooldowns increased by 5s each.

Iridescent: Iridescent Kryll - Hitting a survivor during RAAM's Shadow extends it's duration for 10s, hitting a survivor not during RAAM's Shadow lowers the countdown timer by 10s

Very Rare: Lt Kim's COG Tags - Swarmed survivors have their auras revealed for 5s

Very Rare: Broken Lancer Blade - Generator radius is reduced by 4 meters

Very Rare: Crushed Gear Helmet - Survivors in the radius of generators are inflicted with Oblivious

Very Rare: Thumper Hammer - Replace both Wretch and Drone with a Locust Boomer. The Boomer will walk in a straight line, destroying and obstacles in its path. If the Boomer hits a survivor, they become injured. The General is not slowed while summoning the Boomer

Rare: Sraak's Skull - Survivors within a 12 meter radius of the Wretch are slowed

Rare: Ukkon's Notes - Power of the Horde ability cooldown reduced by 4s

Rare: Sniper Goggles: Survivors within 12 meters of a Drone breaking a pallet have their auras revealed for 4s

Rare: Bloodmount Claw - Swarmed survivors are slowed

Rare: Reaver Tentacle - Survivors injured by RAAM's Shadow are inflicted with Hemorrhage

Uncommon: Retro Lancer Bayonet - Decreases Swarm timer by 5 seconds

Uncommon: Lambent Blood - Power of the Horde ability cooldown reduced by 2s

Uncommon: Bloody Cleaver - Survivors injured by RAAM's Shadow are inflicted with Mangled

Uncommon: Serapede Egg - Wretches block windows for 18s

Uncommon: Nemacyst Ink - Drones break pallets 50% faster

Common: Broken Boltok - Locust Drones break pallets 50% slower, Wretches block windows for only 8s, gain 100% bloodpoints in the hunting category

Common: Longshot Casings - Increase duration of RAAM's Shadow by 5s

Common: Trinity's Blessing - Decrease countdown of RAAM's Shadow by 5s

Common: Mangled Gnasher - Decrease Swarm timer by 2s

Comments

  • Chordyceps
    Chordyceps Member Posts: 1,715

    I'm not super familiar with the source material, but I like this chapter idea.

    I'm a big fan of killer powers that limit survivor visibility in some way, and this does in a way similar to the dredge, which has one of my favorite powers in the game. It's also a pretty cool twist on it that there isnt a danger hiding in the darkness, the darkness itself is very much so the danger.

    The Power of the Horde reminds me a lot of Knight's power too, except more streamlined, which I like.

    Big fan of the perks for this chapter too

    For The Horde is a perk I would definitely use, and it's designed in a way that makes sure tunneling is an inefficient way to use it, keeping it in check well.

    Warpath I also like, I'm a big fan of the idea of perks that give you a large amount of movement speed, but only when not in a chase. Killers with no movement abilities would benefit from this really well.

    Berserker is one I like too. Reminds me of Fire Up. Easier to activate with lower returns. Feels like it could coexist with fire up instead of making it irrelevant.

    Active repairs is the first one I take any issues with. I like the concept of a voluntary Merciless Storm, but doubled repair speed feels too fast. Feels like it could be used at relatively low risk while the killer is in the middle of something else. I think if the boost to repair speed were significantly lower this could be a pretty balanced perk.

    For Brother's end, when I first saw +10% boost I first thought "that's actually a pretty significant boost" because I was thinking of it in context of Prove Thyself. After thinking about it more, I think it's a reasonable boost for sure, especially considering that you have to be a man down to get it. Honestly, it could maybe be a little bit higher since a specific person has to die for you to benefit from it. Like the concept of this one for sure.

    Bring It sounds like a really useful perk without being too strong. I doubt anyone could be in a chase long enough that they'll recover from exhaustion in the middle of it if they already used their exhaustion that chase. So its most useful application would probably be as a time saver, so you can run from objective to objective instead of needing to walk in order to recover. That would still definitely be a useful effect though.

    The Chain feels like what old metal of man should have been. Healing over a large period of time is a much more reasonable effect than gaining endurance. Could be used to recover mid-chase, but you'd still need to be pretty dang good at chases to get it to proc. I like it.

    Outsider: Once again, a big fan of the idea of perks that give movement speed outside of chase, and this is that in it's simplest form. I like it.

    Boon: Fighting Chance is an interesting concept for sure, it being a boon that hinders the killer, instead of how boons usually help survivors directly in some way.


    Overall, I like pretty much everything in this chapter, great work on it 👍️