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The Bloodweb Origins - The Giant Spider + Carl The Cashier Chapter Concept

D34D_B34TB0X
D34D_B34TB0X Member Posts: 428
edited June 2024 in Creations

New Map: The MacMillan Mines - The Entity has given her a home, to be its pet. The very place where dozens of workers were lead to their doom, now repurposed as her breeding grounds. Tunnels surrounded with cobwebs and the putred smell of blood in the air. Minecarts filled to the brim with her eggs. Bloody cocoons hanging from the ceiling.

New Killer: The Spider Queen (yes, I took the image from Google) - The mother of an invasive mutated species, whose silk is as thick as steel and as red as, well, blood.

Killer Power: Blood Widow - You're able to weave up to 4 webs at a time, up to 6 meters each. When a Survivor get caught in the web, it slows them down considerably for about 3 seconds. If the Queen catches them in time, she shall wrap them in a cocoon. Survivors are trapped in the cocoon for 30 seconds, so the Queen can can either hook that Survivor, or leave them in an attempt to hunt down the next. She can also use 2-3 or her Tokens to spawn decoys, and if a Survivor opens the wrong one, hundreds of baby spiders will crawl on you, giving away your presence to her, you will have to repel them.

Secondary Power: Pounce - Having a 5 second cooldown, she can leap on almost any surface, at any height, especially through vaults and pallets. (In all fairness, spiders climb walls and stuff, and they can jump) Survivors caught within direct contact of a pounce will lose a health state. Survivors that barely dodge her will simply scream.

The Spider Queen's Perks are:

Spawn: Arachnophobia - Gain up to up to 2/4/6 tokens each time a Generator is repaired, or a Survivor is Hooked. Every two Tokens spawns an Enemy. Spiderlings latch on to Survivors, similar to Victor and The Mimics. When they miss a skill check they will get Deep Would or put in the Dying State.

Scourge Hook: Invasive - Each time a Survivor is impaled on a Scourge Hook, the Generators require an additional amount of up to 4/6/8 charges to be fully repaired. (Depending on whether or not "Specialist" gets nerfed after PTB) The perk deactivates when the Obsession is killed, or when all gens are repaired.

Hex: Web of Lies - A random dull Totem becomes a Hex Totem. When a Survivor attempts to interact with that Totem, the Entity blocks it. The Survivor screams and they become Cursed, revealing their Aura for 5/10/15 seconds.

New Survivor: Carl The Cashier, my boy was just minding his own business working that 9-5 as usual when this schmuck in a halloween costume just out of nowhere opened up a knife, and proceeded to stab him with it. At least he paid for it, though. Thinking he died, he opened his eyes, and woke up in a strange world. Ahead of time, he finds his buddy, Jeff. Hoping he doesn't get get suspended for being tardy again, he and Jeff attempt to find a way out.

Carl's Perks are:

Clean-Up At Isle 7 - On your Death Hook, stunning the Killer with a Pallet stuns them twice. In return, you become Exposed during this Perk's 60/45/30 second cooldown.

Boon: Promotion - Increases a Boon's Range by 4/6/8 meters. Reveals other Survivors within a Boon's Radius, but only to the user of that Perk.

Teamwork: Transaction - When an Injured Survivor Unhooks you, you're both healed instantly. If that Survivor was already healthy, they'll receive the a bonus 3,500 BP. In return, you're both revealed by Killer for 12/8/5 seconds. (Discourages healing at the Hook.)

So what your opinions be on this concept? Me personally, I think the Invasive might be too OP, but I'll edit it if Specialist gets nerfed at release.