http://dbd.game/killswitch
10TH MISCHIEF MADNESS MASQUARADE 2V8 ANNIVERSARY - 5V5 EDITION
If you think about it, 2v8 and 5v5 have the same amount of players in the lobby. So the idea here is that 5v5 edition would work like this - a killer and a group of four survivors queue together to find another group of a killer and four survivors. OR it can be that they queue like normal 2v8 do and they get separated in a team in the pre-game lobby by 'same lobby' preference, therefore swfs won't be separated, unless a group larger than 4 queues together. In that case, that groups of uneven numbers can be split more balanced 2-3 rather than 4-1.
The idea of 5v5 is that there is a new game mechanic included - 5th catergory and emblem - MISCHIEF cat. and JOKESTER embl. You would accrue bloodpoints in these categories by performing "sandbagging interactions" such as "head on" for survivors on the opposite team - making them suffer from hindered similarly to "forced hesitation" for a few seconds and receive mischief category points. That could cause exhaustion and would take 60 seconds to recharge. Then a normal "head on" for the killer on the opposite team - 4 second stun (like "decisive strike"). Once you get caged for the first time, you gain "vigil" which works the same way. This could be a new class for the survivors. In a way, it's still a 4v1 because the killer is on your team and your goal as a survivor is to slow the opposite team down without getting killed by the killer on their team. 4 new classes should be introduced - flashlight junkie, stun master - such as the one described above, pyromaniac and druid.
Flashlight junkie - could see chests and items, and can find flashlights in them. A junkie can also sabotage flashlights for other survivors. They glow red for your team only. Once a sabotaged flashlight is being used by any survivor for the first time, it blows up, and drops down from the survivor's hand. Triggering traps awards mischief category points to the prankster. That causes hindered for a few seconds and a scream. After your first hook, you can see the killer when you scream for any reason.
Pyromaniac - likes to blow up things. 1) Working on generators to 50 percent, upon going in a locker you create entity infused pyston, which acts like a "flashbang", and can blind even if facing the wall. Can also blind survivors who are being carried and/or ones who witness it blowing up. Turning the camera away in the last moment doesn't counter it. 2) After working on a generator for 60 percent, upon entering a locker, you can create a entity disc trap. You can put it on pallets - downed and upright. The downed pallets would cause mangled and hemmorhage to survivors from the opposing team who triggers it and gives mischief category points to the prankster. It would slow down the opposing killer upon kick and give them hindered for a few seconds. The traps don't give any status effects on survivors from the team that has placed them. Pallets with traps are highlighted in yellow for survivors whose team has placed it on the map. The trap stays there for 180 seconds. Upright pallets dropped by survivors from the opposite team act like dream pallets and break immediately but still award the stun on the killer. The trap breaks and is removed after that. After being hooked for the first time, you get 50% haste for 3 seconds after stunning the killer with a pallet. Doesn't award exhaustion, just goes on 25 second cooldown.
Druid - this class is about the botanical/alchemical side of the entity's realm. They know the totems and have a boon and a mesh. Upon blessing two totems in overlapping vicinity of 32m, you create a boon space between the totems in a oval shape with the two boons being the line in the middle. The makeshift boon connection lasts until one of the totems is kicked. The totem which hasn't been kicked remains active until kicked. The way to bring the boon network back up is to bless the kicked totem again or another one in the overlapping vicinity of 32 meters. Being in your team's boon network gives survivors 80% faster heal speed (no effect on medkits), the ability to pick yourself up from the ground at 50% increased speed, and awards 2% haste. The killer from the team gets extended lunge, "sloppy butcher" and aura after vault for 4 seconds while in the boon network. The killer and survivors from the other team aren't affected. If there is an overlapping area between both teams' boons, that's the overcharge zone. Being in the overcharge zone slowly builds up a meter which causes you to lose a health state. If you are healthy, you become injured, then after more of the same amount of time, you become broken and stay broken until you leave the area, then it lingers for 15 seconds. The druid is awarded mischief points for survivors from opposite time spending time in that overcharge zone. Their two skills would be the boon and the mesh, one gives the killer bonus and the other ones gives the survivor bonus. After being hooked once, the third skill activates. Your boons become supercharged and for each 60 seconds that they spend being active, each totem produces a shadow crytal bomb and keeps it until collected, then goes on cooldown. If cooldown is interrupted by a killer kick, keep the progress. The crystal bomb obscures visibility and muffles the nearby sound for a little bit for everyone on the map, regardless of team. Each drop of crystal bomb awards mischief points which amount increases based on the survivors/killers are in smoke.
The rule that only 4 survivors can exist from the same category in a pre-game lobby remains. These 4 slots are shared between teams, so not 8 in total - 4 in each team, but 4 in total and - 3-1, 2-2 ratio between the teams.
There won't be any special markings to signify which survivor and which killer is on your team - you should know your team. You also keep the ability to recover from the dying state using your active class perk.
The killer aspect of the game is quite straightforward - two killers are trying to kill a team of 4 survivors at the same time. The survivors would act in an attempt to prank survivors from the opposite team. The killers will be working on looping and pressure as usual.
There are still 8 generators on the map - 4 for each team. Each team has their generators highlighted to them in white - and in red for the opposing team. They are balanced so that the killers have good ways of protecting them but also be doable and not 3-4 gen. The killers also see that as basekit. The killers can kick all generators, including your own and getting mischief points for doing so. The rule for 8 kicks per gen remains.
The exit gates on the map now become 4.
Survivors can interact with all generators to charge their perks and gain objective category points. Upon interaction with opposing team's gen, you build up mischief category points as well as objective. When a team completes all 4 of their generators - they now have access to two exit gates. The opposite team hears the successful powering of the gates but doesn't receive any other info. The sucessful team receives aura and a visual cue to two gates on the map which are chosen at random upon powering the gates. The opposing team can't escape from the gates which aren't theirs for 70 seconds "blood warden". After 70 seconds have passed from the first gate being opened, the entity opens the escape to all survivors and highlights aura of survivors to killers in a 16 m radius of gates.
KILLER WARS - new addition!
Killers can battle each other. Killers now have a 4th perk which is a unique attack for each killer to hit the opposite team's killer and stun him. The killer attack is on a 120 second cooldown and you don't start the trial with it. It can be used on the opposite team's killer and stun them for 10 seconds. It would act like the longest stun in the game currently - (eg. wraith cloaked - build dark arrogance & orange glyph). They gain mischief points for that interaction. Killers can now have an opinion towards each other too.
I think a game mode like this could be very fun and engaging. It might breed some competitiveness but most people know they would be playing in more of a casual way, not expecting the escape, when the objective isn't entirely focused on generators.
It would be amazing to use offerings for bloodpoints only - such as anniversary cakes. That means 10 offerings can be burnt at the start of the game - 1000% if all 10 players added a bloody party streamers. Other queue bonuses and double bp modifiers would be on top.
Loving your comments and ideas! <3
